97 lines
2.4 KiB
C++
97 lines
2.4 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file glTextureContext_src.h
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* @author drose
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* @date 1999-10-07
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*/
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#include "pandabase.h"
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#include "textureContext.h"
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#include "deletedChain.h"
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#include "samplerState.h"
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class CLP(GraphicsStateGuardian);
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class CLP(SamplerContext);
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/**
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*
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*/
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class EXPCL_GL CLP(TextureContext) : public TextureContext {
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public:
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INLINE CLP(TextureContext)(CLP(GraphicsStateGuardian) *glgsg,
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PreparedGraphicsObjects *pgo,
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Texture *tex, int view);
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ALLOC_DELETED_CHAIN(CLP(TextureContext));
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virtual ~CLP(TextureContext)();
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virtual void evict_lru();
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void reset_data();
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virtual uint64_t get_native_id() const;
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virtual uint64_t get_native_buffer_id() const;
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#ifndef OPENGLES
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void make_handle_resident();
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GLuint64 get_handle();
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#endif
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#ifdef OPENGLES_1
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static constexpr bool needs_barrier(GLbitfield barrier) { return false; };
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#else
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bool needs_barrier(GLbitfield barrier);
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void mark_incoherent(bool wrote);
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#endif
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// This is the GL "name" of the texture object.
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GLuint _index;
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// This is only used for buffer textures.
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GLuint _buffer;
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#ifndef OPENGLES
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// This is the bindless "handle" to the texture object.
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GLuint64 _handle;
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bool _handle_resident;
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#endif
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// These are the parameters that we specified with the last glTexImage2D()
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// or glTexStorage2D() call. If none of these have changed, we can reload
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// the texture image with a glTexSubImage2D().
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bool _has_storage;
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bool _immutable;
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bool _uses_mipmaps;
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bool _generate_mipmaps;
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GLint _internal_format;
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GLsizei _width;
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GLsizei _height;
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GLsizei _depth;
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GLenum _target;
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SamplerState _active_sampler;
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CLP(GraphicsStateGuardian) *_glgsg;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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TextureContext::init_type();
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register_type(_type_handle, CLASSPREFIX_QUOTED "TextureContext",
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TextureContext::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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#include "glTextureContext_src.I"
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