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authorMichael Brasser <michael.brasser@live.com>2017-11-07 20:07:34 -0600
committerSimon Hausmann <simon.hausmann@qt.io>2018-01-31 08:13:31 +0000
commit07f9ca1759e35f1eb497fe2f1ad4b7ba71b69b5c (patch)
tree5dd23f1f31ac3df199572c3add1f25972ec4ec69 /src/quick/scenegraph/qsgdefaultrendercontext.cpp
parenteace041161a03a849d3896af65493b7885cecc04 (diff)
Basic working compressed texture atlas
This adds experimental automatic atlasing of ETC-compressed textures (to be expanded to additional formats), similar to existing atlas support of QImages. It is off by default, and can be enabled with QSG_ENABLE_COMPRESSED_ATLAS=1. [ChangeLog] Add experimental automatic atlasing of ETC-compressed textures (can be enabled with QSG_ENABLE_COMPRESSED_ATLAS=1) Change-Id: Ia66971f51299d082a569bdfaadb662a3e522bd79 Reviewed-by: Simon Hausmann <simon.hausmann@qt.io>
Diffstat (limited to 'src/quick/scenegraph/qsgdefaultrendercontext.cpp')
-rw-r--r--src/quick/scenegraph/qsgdefaultrendercontext.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/quick/scenegraph/qsgdefaultrendercontext.cpp b/src/quick/scenegraph/qsgdefaultrendercontext.cpp
index 95f3555994..12357f12c7 100644
--- a/src/quick/scenegraph/qsgdefaultrendercontext.cpp
+++ b/src/quick/scenegraph/qsgdefaultrendercontext.cpp
@@ -44,6 +44,7 @@
#include <QtQuick/private/qsgbatchrenderer_p.h>
#include <QtQuick/private/qsgrenderer_p.h>
#include <QtQuick/private/qsgatlastexture_p.h>
+#include <QtQuick/private/qsgcompressedtexture_p.h>
#include <QtQuick/private/qsgdefaultdistancefieldglyphcache_p.h>
QT_BEGIN_NAMESPACE
@@ -243,6 +244,14 @@ QSGRenderer *QSGDefaultRenderContext::createRenderer()
return new QSGBatchRenderer::Renderer(this);
}
+QSGTexture *QSGDefaultRenderContext::compressedTextureForFactory(const QSGCompressedTextureFactory *factory) const
+{
+ // The atlas implementation is only supported from the render thread
+ if (openglContext() && QThread::currentThread() == openglContext()->thread())
+ return m_atlasManager->create(factory);
+ return nullptr;
+}
+
/*!
Compile \a shader, optionally using \a vertexCode and \a fragmentCode as
replacement for the source code supplied by \a shader.