/**************************************************************************** ** ** 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 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