LCOV - code coverage report
Current view: top level - source/renderer/backend/gl - Texture.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 8 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 8 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2022 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #ifndef INCLUDED_RENDERER_BACKEND_GL_TEXTURE
      19             : #define INCLUDED_RENDERER_BACKEND_GL_TEXTURE
      20             : 
      21             : #include "lib/ogl.h"
      22             : #include "renderer/backend/ITexture.h"
      23             : #include "renderer/backend/Sampler.h"
      24             : 
      25             : #include <cstdint>
      26             : #include <memory>
      27             : 
      28             : namespace Renderer
      29             : {
      30             : 
      31             : namespace Backend
      32             : {
      33             : 
      34             : namespace GL
      35             : {
      36             : 
      37             : class CDevice;
      38             : 
      39             : /**
      40             :  * Represents a low-level GL texture, encapsulates all properties initialization.
      41             :  */
      42           0 : class CTexture final : public ITexture
      43             : {
      44             : public:
      45             :     ~CTexture() override;
      46             : 
      47             :     IDevice* GetDevice() override;
      48             : 
      49           0 :     Type GetType() const override { return m_Type; }
      50           0 :     uint32_t GetUsage() const override { return m_Usage; }
      51           0 :     Format GetFormat() const override { return m_Format; }
      52             : 
      53           0 :     uint32_t GetWidth() const override { return m_Width; }
      54           0 :     uint32_t GetHeight() const override { return m_Height; }
      55           0 :     uint32_t GetMIPLevelCount() const override { return m_MIPLevelCount; }
      56             : 
      57           0 :     GLuint GetHandle() const { return m_Handle; }
      58             : 
      59             : private:
      60             :     friend class CDevice;
      61             : 
      62             :     CTexture();
      63             : 
      64             :     CDevice* m_Device = nullptr;
      65             : 
      66             :     // GL before 3.3 doesn't support sampler objects, so each texture should have
      67             :     // an own default sampler.
      68             :     static std::unique_ptr<CTexture> Create(
      69             :         CDevice* device, const char* name, const Type type, const uint32_t usage,
      70             :         const Format format, const uint32_t width, const uint32_t height,
      71             :         const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount);
      72             : 
      73             :     GLuint m_Handle = 0;
      74             : 
      75             :     Type m_Type = Type::TEXTURE_2D;
      76             :     uint32_t m_Usage = 0;
      77             :     Format m_Format = Format::UNDEFINED;
      78             :     uint32_t m_Width = 0;
      79             :     uint32_t m_Height = 0;
      80             :     uint32_t m_MIPLevelCount = 0;
      81             : };
      82             : 
      83             : } // namespace GL
      84             : 
      85             : } // namespace Backend
      86             : 
      87             : } // namespace Renderer
      88             : 
      89             : #endif // INCLUDED_RENDERER_BACKEND_GL_TEXTURE

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