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physx/samples/sampleframework/renderer/include/RendererTexture.h
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131
physx/samples/sampleframework/renderer/include/RendererTexture.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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#ifndef RENDERER_TEXTURE_H
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#define RENDERER_TEXTURE_H
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#include <RendererConfig.h>
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namespace SampleRenderer
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{
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class RendererTextureDesc;
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class RendererTexture
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{
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public:
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enum Format
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{
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FORMAT_B8G8R8A8 = 0,
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FORMAT_R8G8B8A8,
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FORMAT_A8,
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FORMAT_R32F,
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FORMAT_DXT1,
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FORMAT_DXT3,
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FORMAT_DXT5,
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FORMAT_D16,
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FORMAT_D24S8,
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FORMAT_GXT,
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FORMAT_PVR_2BPP,
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FORMAT_PVR_4BPP,
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NUM_FORMATS
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}_Format;
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enum Filter
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{
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FILTER_NEAREST = 0,
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FILTER_LINEAR,
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FILTER_ANISOTROPIC,
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NUM_FILTERS
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}_Filter;
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enum Addressing
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{
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ADDRESSING_WRAP = 0,
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ADDRESSING_CLAMP,
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ADDRESSING_MIRROR,
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NUM_ADDRESSING
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}_Addressing;
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public:
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static PxU32 computeImageByteSize(PxU32 width, PxU32 height, PxU32 depth, Format format);
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static PxU32 getLevelDimension(PxU32 dimension, PxU32 level);
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static bool isCompressedFormat(Format format);
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static bool isDepthStencilFormat(Format format);
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static PxU32 getFormatNumBlocks(PxU32 dimension, Format format);
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static PxU32 getFormatBlockSize(Format format);
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protected:
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RendererTexture(const RendererTextureDesc &desc);
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virtual ~RendererTexture(void);
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public:
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void release(void) { delete this; }
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Format getFormat(void) const { return m_format; }
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Filter getFilter(void) const { return m_filter; }
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Addressing getAddressingU(void) const { return m_addressingU; }
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Addressing getAddressingV(void) const { return m_addressingV; }
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PxU32 getWidth(void) const { return m_width; }
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PxU32 getHeight(void) const { return m_height; }
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PxU32 getDepth(void) const { return m_depth; }
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PxU32 getNumLevels(void) const { return m_numLevels; }
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PxU32 getWidthInBlocks(void) const;
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PxU32 getHeightInBlocks(void) const;
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PxU32 getBlockSize(void) const;
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public:
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//! pitch is the number of bytes between the start of each row.
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virtual void *lockLevel(PxU32 level, PxU32 &pitch) = 0;
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virtual void unlockLevel(PxU32 level) = 0;
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virtual void select(PxU32 stageIndex) = 0;
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private:
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RendererTexture &operator=(const RendererTexture&) { return *this; }
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private:
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Format m_format;
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Filter m_filter;
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Addressing m_addressingU;
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Addressing m_addressingV;
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PxU32 m_width;
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PxU32 m_height;
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PxU32 m_depth;
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PxU32 m_numLevels;
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};
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} // namespace SampleRenderer
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#endif
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