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-rw-r--r--src/plugins/scenegraph/d3d12/qsgd3d12texture.cpp145
1 files changed, 145 insertions, 0 deletions
diff --git a/src/plugins/scenegraph/d3d12/qsgd3d12texture.cpp b/src/plugins/scenegraph/d3d12/qsgd3d12texture.cpp
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index 0000000000..a5f3eb7a31
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+++ b/src/plugins/scenegraph/d3d12/qsgd3d12texture.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the QtQuick module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or 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.GPL2 and 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-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qsgd3d12texture_p.h"
+#include "qsgd3d12engine_p.h"
+#include <private/qsgcontext_p.h>
+
+QT_BEGIN_NAMESPACE
+
+#define RETAIN_IMAGE
+
+void QSGD3D12Texture::create(const QImage &image, uint flags)
+{
+ // ### atlas?
+
+ const bool alphaRequest = flags & QSGRenderContext::CreateTexture_Alpha;
+ m_alphaWanted = alphaRequest && image.hasAlphaChannel();
+
+ // The engine maps 8-bit formats to R8. This is fine for glyphs and such
+ // but may not be what apps expect for ordinary image data. The OpenGL
+ // implementation maps these to ARGB32_Pre so let's follow suit.
+ if (image.depth() != 8)
+ m_image = image;
+ else
+ m_image = image.convertToFormat(m_alphaWanted ? QImage::Format_ARGB32_Premultiplied : QImage::Format_RGB32);
+
+ m_id = m_engine->genTexture();
+ Q_ASSERT(m_id);
+
+ // We could kick off the texture creation and the async upload right here.
+ // Unfortunately we cannot tell at this stage if mipmaps will be enabled
+ // via an Image element's mipmap property...so defer to bind().
+ m_createPending = true;
+}
+
+QSGD3D12Texture::~QSGD3D12Texture()
+{
+ if (m_id)
+ m_engine->releaseTexture(m_id);
+}
+
+int QSGD3D12Texture::textureId() const
+{
+ return m_id;
+}
+
+QSize QSGD3D12Texture::textureSize() const
+{
+ return m_image.size();
+}
+
+bool QSGD3D12Texture::hasAlphaChannel() const
+{
+ return m_alphaWanted;
+}
+
+bool QSGD3D12Texture::hasMipmaps() const
+{
+ return mipmapFiltering() != QSGTexture::None;
+}
+
+QRectF QSGD3D12Texture::normalizedTextureSubRect() const
+{
+ return QRectF(0, 0, 1, 1);
+}
+
+void QSGD3D12Texture::bind()
+{
+ // Called when the texture material updates the pipeline state.
+
+ if (!m_createPending && hasMipmaps() != m_createdWithMipMaps) {
+#ifdef RETAIN_IMAGE
+ m_engine->releaseTexture(m_id);
+ m_id = m_engine->genTexture();
+ Q_ASSERT(m_id);
+ m_createPending = true;
+#else
+ // ### this can be made working some day (something similar to
+ // queueTextureResize) but skip for now
+ qWarning("D3D12: mipmap property cannot be changed once the texture is created");
+#endif
+ }
+
+ if (m_createPending) {
+ m_createPending = false;
+
+ QSGD3D12Engine::TextureCreateFlags createFlags = 0;
+ if (m_alphaWanted)
+ createFlags |= QSGD3D12Engine::TextureWithAlpha;
+
+ m_createdWithMipMaps = hasMipmaps();
+ if (m_createdWithMipMaps)
+ createFlags |= QSGD3D12Engine::TextureWithMipMaps;
+
+ m_engine->createTexture(m_id, m_image.size(), m_image.format(), createFlags);
+ m_engine->queueTextureUpload(m_id, m_image);
+
+#ifndef RETAIN_IMAGE
+ m_image = QImage();
+#endif
+ }
+
+ // Here we know that the texture is going to be used in the current frame
+ // by the next draw call. Notify the engine so that it can wait for
+ // possible pending uploads and set up the pipeline accordingly.
+ m_engine->useTexture(m_id);
+}
+
+QT_END_NAMESPACE