// // Copyright 2016 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #ifndef PXR_IMAGING_HD_ST_TEXTURE_H #define PXR_IMAGING_HD_ST_TEXTURE_H #include "pxr/pxr.h" #include "pxr/imaging/hdSt/api.h" #include "pxr/imaging/hd/version.h" #include "pxr/imaging/hd/texture.h" #include "pxr/imaging/hd/textureResource.h" #include "pxr/imaging/hd/types.h" #include "pxr/imaging/hd/enums.h" #include "pxr/usd/sdf/path.h" PXR_NAMESPACE_OPEN_SCOPE class HdSceneDelegate; class HdRenderIndex; using HdStTextureResourceSharedPtr = std::shared_ptr; using HdStTextureResourceHandleSharedPtr = std::shared_ptr; /// /// Represents a Texture Buffer Prim. /// Texture could be a uv texture or a ptex texture. /// Multiple texture prims could represent the same texture buffer resource /// and the scene delegate is used to get a global unique id for the texture. /// The delegate is also used to obtain a HdTextureResource for the texture /// represented by that id. /// class HdStTexture : public HdTexture { public: HDST_API HdStTexture(SdfPath const & id); HDST_API virtual ~HdStTexture(); /// Synchronizes state from the delegate to Hydra, for example, allocating /// parameters into GPU memory. HDST_API virtual void Sync(HdSceneDelegate *sceneDelegate, HdRenderParam *renderParam, HdDirtyBits *dirtyBits) override; /// Returns the minimal set of dirty bits to place in the /// change tracker for use in the first sync of this prim. /// Typically this would be all dirty bits. HDST_API virtual HdDirtyBits GetInitialDirtyBitsMask() const override; protected: HdStTextureResourceSharedPtr _GetTextureResource( HdSceneDelegate *sceneDelegate, const SdfPath &sceneId, HdTextureResource::ID texID) const; void _RegisterTextureResource( HdRenderIndex *renderIndex, const SdfPath &textureHandleId, const HdTextureResourceSharedPtr &textureResource); private: // Make sure we have a reference to the texture resource, so its // life time exists at least as long as this object. HdStTextureResourceSharedPtr _textureResource; HdStTextureResourceHandleSharedPtr _textureResourceHandle; }; PXR_NAMESPACE_CLOSE_SCOPE #endif //PXR_IMAGING_HD_ST_TEXTURE_H