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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/src/render/Qt3DSRenderTexture2DArray.cpp123
2 files changed, 0 insertions, 123 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
new file mode 160000
+Subproject 2025912174c4cf99270b7439ec3b021e1d089ae
diff --git a/src/Runtime/ogl-runtime/src/render/Qt3DSRenderTexture2DArray.cpp b/src/Runtime/ogl-runtime/src/render/Qt3DSRenderTexture2DArray.cpp
deleted file mode 100644
index fc0dfa45..00000000
--- a/src/Runtime/ogl-runtime/src/render/Qt3DSRenderTexture2DArray.cpp
+++ /dev/null
@@ -1,123 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2008-2012 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 or (at your option) any later version
-** approved by the KDE Free Qt Foundation. The licenses are as published by
-** the Free Software Foundation and appearing in the file LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-#include "foundation/Qt3DSAllocator.h"
-#include "foundation/Qt3DSFoundation.h"
-#include "foundation/Qt3DSBroadcastingAllocator.h"
-#include "foundation/Qt3DSAtomic.h"
-#include "EASTL/vector.h"
-#include "render/Qt3DSRenderContext.h"
-#include "render/Qt3DSRenderSampler.h"
-#include "render/Qt3DSRenderTexture2DArray.h"
-#include "foundation/Qt3DSDataRef.h"
-
-namespace qt3ds {
-namespace render {
-
- NVRenderTexture2DArray::NVRenderTexture2DArray(NVRenderContextImpl &context,
- NVFoundationBase &fnd,
- NVRenderTextureTargetType::Enum texTarget)
- : NVRenderTextureBase(context, fnd, texTarget)
- , m_Width(0)
- , m_Height(0)
- , m_Slices(0)
- {
- }
-
- NVRenderTexture2DArray::~NVRenderTexture2DArray() { m_Context.TextureDestroyed(*this); }
-
- void NVRenderTexture2DArray::SetTextureData(NVDataRef<QT3DSU8> newBuffer, QT3DSU8 inMipLevel,
- QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices,
- NVRenderTextureFormats::Enum format)
- {
- QT3DS_ASSERT(m_TextureHandle);
-
- if (inMipLevel == 0) {
- m_Width = width;
- m_Height = height;
- m_Slices = slices;
- m_Format = format;
- m_MaxMipLevel = inMipLevel;
- }
-
- if (m_MaxMipLevel < inMipLevel) {
- m_MaxMipLevel = inMipLevel;
- }
-
- // get max size and check value
- QT3DSI32 theMaxLayerSize, theMaxSize;
- m_Backend->GetRenderBackendValue(NVRenderBackend::NVRenderBackendQuery::MaxTextureSize,
- &theMaxSize);
- m_Backend->GetRenderBackendValue(
- NVRenderBackend::NVRenderBackendQuery::MaxTextureArrayLayers, &theMaxLayerSize);
- if (width > (QT3DSU32)theMaxSize || height > (QT3DSU32)theMaxSize
- || slices > (QT3DSU32)theMaxLayerSize) {
- qCCritical(INVALID_OPERATION,
- "Width or height or Slices is greater than max texture size (%d, %d, %d)",
- theMaxSize, theMaxSize, theMaxLayerSize);
- }
-
- // currently we do not support compressed texture arrays
- QT3DS_ASSERT(NVRenderTextureFormats::isUncompressedTextureFormat(format)
- || NVRenderTextureFormats::isDepthTextureFormat(format));
-
- if (NVRenderTextureFormats::isUncompressedTextureFormat(format)
- || NVRenderTextureFormats::isDepthTextureFormat(format)) {
- m_Backend->SetTextureData3D(m_TextureHandle, m_TexTarget, inMipLevel, m_Format, width,
- height, slices, 0, format, newBuffer.begin());
- }
-
- // Set our texture parameters to a default that will look the best
- if (inMipLevel > 0)
- SetMinFilter(NVRenderTextureMinifyingOp::LinearMipmapLinear);
- }
-
- STextureDetails NVRenderTexture2DArray::GetTextureDetails() const
- {
- return STextureDetails(m_Width, m_Height, m_Slices, m_SampleCount, m_Format);
- }
-
- void NVRenderTexture2DArray::Bind()
- {
- m_TextureUnit = m_Context.GetNextTextureUnit();
-
- m_Backend->BindTexture(m_TextureHandle, m_TexTarget, m_TextureUnit);
-
- applyTexParams();
- applyTexSwizzle();
- }
-
- NVRenderTexture2DArray *NVRenderTexture2DArray::Create(NVRenderContextImpl &context)
- {
- return QT3DS_NEW(context.GetFoundation().getAllocator(),
- NVRenderTexture2DArray)(context, context.GetFoundation());
- }
-}
-}