/** * PANDA 3D SOFTWARE * Copyright (c) Carnegie Mellon University. All rights reserved. * * All use of this software is subject to the terms of the revised BSD * license. You should have received a copy of this license along * with this source code in a file named "LICENSE." * * @file samplerContext.h * @author rdb * @date 2014-12-11 */ #ifndef SAMPLERCONTEXT_H #define SAMPLERCONTEXT_H #include "pandabase.h" #include "adaptiveLru.h" #include "simpleLru.h" #include "samplerState.h" #include "savedContext.h" /** * This is a special class object that holds a handle to the sampler state * object given by the graphics back-end for a particular combination of * texture sampling settings. * * Some graphics back-ends (like OpenGL) use mutable sampler objects, whereas * others (Direct3D 10+) use immutable ones. In Panda3D, each unique sampler * state has its own SamplerContext, which simplifies the implementation and * makes redundant sampler objects impossible. */ class EXPCL_PANDA_GOBJ SamplerContext : public SavedContext, public SimpleLruPage { public: INLINE SamplerContext(const SamplerState &sampler); virtual void output(std::ostream &out) const; virtual void write(std::ostream &out, int indent_level) const; public: static TypeHandle get_class_type() { return _type_handle; } static void init_type() { SavedContext::init_type(); register_type(_type_handle, "SamplerContext", SavedContext::get_class_type()); } virtual TypeHandle get_type() const { return get_class_type(); } virtual TypeHandle force_init_type() {init_type(); return get_class_type();} private: static TypeHandle _type_handle; friend class PreparedGraphicsObjects; }; inline std::ostream &operator << (std::ostream &out, const SamplerContext &context) { context.output(out); return out; } #include "samplerContext.I" #endif