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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
#ifndef GLES2_RENDERER_TEXTURE_2D_H
#define GLES2_RENDERER_TEXTURE_2D_H
#include <RendererConfig.h>
#if defined(RENDERER_ENABLE_GLES2)
#include <RendererTexture2D.h>
#include <RendererTexture2DDesc.h>
#include "GLES2Renderer.h"
namespace SampleRenderer
{
class RendererTextureDesc;
class GLES2RendererTexture2D : public RendererTexture2D
{
public:
GLES2RendererTexture2D(const RendererTextureDesc &desc);
virtual ~GLES2RendererTexture2D(void);
public:
virtual void *lockLevel(PxU32 level, PxU32 &pitch);
virtual void unlockLevel(PxU32 level);
void bind(PxU32 textureUnit);
void select(PxU32 stageIndex);
private:
GLuint m_textureid;
GLuint m_glformat;
GLuint m_glinternalformat;
GLuint m_gltype;
PxU32 m_width;
PxU32 m_height;
PxU32 m_numLevels;
PxU8 **m_data;
};
}
#endif // #if defined(RENDERER_ENABLE_GLES2)
#endif
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