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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef RENDERER_TEXTURE_H
#define RENDERER_TEXTURE_H
#include <RendererConfig.h>
namespace SampleRenderer
{
class RendererTextureDesc;
class RendererTexture
{
public:
enum Format
{
FORMAT_B8G8R8A8 = 0,
FORMAT_R8G8B8A8,
FORMAT_A8,
FORMAT_R32F,
FORMAT_DXT1,
FORMAT_DXT3,
FORMAT_DXT5,
FORMAT_D16,
FORMAT_D24S8,
FORMAT_GXT,
FORMAT_PVR_2BPP,
FORMAT_PVR_4BPP,
NUM_FORMATS
}_Format;
enum Filter
{
FILTER_NEAREST = 0,
FILTER_LINEAR,
FILTER_ANISOTROPIC,
NUM_FILTERS
}_Filter;
enum Addressing
{
ADDRESSING_WRAP = 0,
ADDRESSING_CLAMP,
ADDRESSING_MIRROR,
NUM_ADDRESSING
}_Addressing;
public:
static PxU32 computeImageByteSize(PxU32 width, PxU32 height, PxU32 depth, Format format);
static PxU32 getLevelDimension(PxU32 dimension, PxU32 level);
static bool isCompressedFormat(Format format);
static bool isDepthStencilFormat(Format format);
static PxU32 getFormatNumBlocks(PxU32 dimension, Format format);
static PxU32 getFormatBlockSize(Format format);
protected:
RendererTexture(const RendererTextureDesc &desc);
virtual ~RendererTexture(void);
public:
void release(void) { delete this; }
Format getFormat(void) const { return m_format; }
Filter getFilter(void) const { return m_filter; }
Addressing getAddressingU(void) const { return m_addressingU; }
Addressing getAddressingV(void) const { return m_addressingV; }
PxU32 getWidth(void) const { return m_width; }
PxU32 getHeight(void) const { return m_height; }
PxU32 getDepth(void) const { return m_depth; }
PxU32 getNumLevels(void) const { return m_numLevels; }
PxU32 getWidthInBlocks(void) const;
PxU32 getHeightInBlocks(void) const;
PxU32 getBlockSize(void) const;
public:
//! pitch is the number of bytes between the start of each row.
virtual void *lockLevel(PxU32 level, PxU32 &pitch) = 0;
virtual void unlockLevel(PxU32 level) = 0;
virtual void select(PxU32 stageIndex) = 0;
private:
RendererTexture &operator=(const RendererTexture&) { return *this; }
private:
Format m_format;
Filter m_filter;
Addressing m_addressingU;
Addressing m_addressingV;
PxU32 m_width;
PxU32 m_height;
PxU32 m_depth;
PxU32 m_numLevels;
};
} // namespace SampleRenderer
#endif
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