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diff --git a/src/render/Qt3DSRenderTexture2D.cpp b/src/render/Qt3DSRenderTexture2D.cpp
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+/****************************************************************************
+**
+** 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 "foundation/Qt3DSDataRef.h"
+
+namespace qt3ds {
+namespace render {
+
+ NVRenderTexture2D::NVRenderTexture2D(NVRenderContextImpl &context, NVFoundationBase &fnd,
+ NVRenderTextureTargetType::Enum texTarget)
+ : NVRenderTextureBase(context, fnd, texTarget)
+ , m_Width(0)
+ , m_Height(0)
+ {
+ }
+
+ NVRenderTexture2D::~NVRenderTexture2D() { m_Context.TextureDestroyed(*this); }
+
+ STextureDetails NVRenderTexture2D::GetTextureDetails() const
+ {
+ return STextureDetails(m_Width, m_Height, 0, m_SampleCount, m_Format);
+ }
+
+ void NVRenderTexture2D::SetTextureData(NVDataRef<QT3DSU8> newBuffer, QT3DSU8 inMipLevel, QT3DSU32 width,
+ QT3DSU32 height, NVRenderTextureFormats::Enum format,
+ NVRenderTextureFormats::Enum formatDest)
+ {
+ QT3DS_ASSERT(m_TextureHandle);
+
+ // check if we should compress this texture
+
+ if (inMipLevel == 0) {
+ m_Width = width;
+ m_Height = height;
+ m_Format = format;
+
+ // We re-use textures and this might have been a MSAA texture before
+ // for resue we must completely destroy the texture object and create a new one
+ // The same is true for immutable textures
+ if (m_TexTarget == NVRenderTextureTargetType::Texture2D_MS || m_Immutable) {
+ m_Backend->ReleaseTexture(m_TextureHandle);
+ m_TexTarget = NVRenderTextureTargetType::Texture2D;
+ m_SampleCount = 1;
+ m_TextureHandle = m_Backend->CreateTexture();
+ }
+
+ if (NVRenderTextureFormats::isCompressedTextureFormat(formatDest)) {
+ bool compress = NVRenderTextureFormats::isUncompressedTextureFormat(format);
+ bool appropriateSizes = ((width % 4) || (height % 4)) == false;
+
+ // we only compress multiple of 4 textures
+ if (compress && !appropriateSizes)
+ compress = false;
+
+ if (compress) {
+ // This seems like a very dubious line here. If we are compressing then the
+ // image
+ // is really 1/4 the width and height? - CN
+ m_Width = width / 4;
+ m_Height = height / 4;
+ m_Format = formatDest;
+ }
+ } else if (NVRenderTextureFormats::isUncompressedTextureFormat(formatDest)) {
+ m_Format = formatDest;
+ }
+ }
+
+ if (m_MaxMipLevel < inMipLevel) {
+ m_MaxMipLevel = inMipLevel;
+ }
+
+ // get max size and check value
+ QT3DSU32 maxWidth, maxHeight;
+ m_Context.getMaxTextureSize(maxWidth, maxHeight);
+ if (width > maxWidth || height > maxHeight) {
+ qCCritical(INVALID_OPERATION, "Width or height is greater than max texture size (%d, %d)",
+ maxWidth, maxHeight);
+ }
+ if (NVRenderTextureFormats::isUncompressedTextureFormat(format)
+ || NVRenderTextureFormats::isDepthTextureFormat(format)) {
+ m_Backend->SetTextureData2D(m_TextureHandle, m_TexTarget, inMipLevel, m_Format, width,
+ height, 0, format, newBuffer.begin());
+ } else if (NVRenderTextureFormats::isCompressedTextureFormat(format)) {
+ m_Backend->SetCompressedTextureData2D(m_TextureHandle, m_TexTarget, inMipLevel, format,
+ width, height, 0, newBuffer.size(),
+ newBuffer.begin());
+ }
+ // Set our texture parameters to a default that will look the best
+ if (inMipLevel > 0)
+ SetMinFilter(NVRenderTextureMinifyingOp::LinearMipmapLinear);
+ }
+
+ void NVRenderTexture2D::SetTextureStorage(QT3DSU32 inLevels, QT3DSU32 width, QT3DSU32 height,
+ NVRenderTextureFormats::Enum formaInternal,
+ NVRenderTextureFormats::Enum format,
+ NVDataRef<QT3DSU8> dataBuffer)
+ {
+ QT3DS_ASSERT(m_TextureHandle);
+
+ if (!m_Context.IsShaderImageLoadStoreSupported()) {
+ qCCritical(INVALID_OPERATION, "The extension Shader_Image_Load_Store is not supported");
+ return;
+ }
+
+ m_Width = width;
+ m_Height = height;
+ m_Format = formaInternal;
+ if (format == NVRenderTextureFormats::Unknown)
+ format = formaInternal;
+
+ // get max size and check value
+ QT3DSU32 maxWidth, maxHeight;
+ m_Context.getMaxTextureSize(maxWidth, maxHeight);
+ if (width > maxWidth || height > maxHeight) {
+ qCCritical(INVALID_OPERATION, "Width or height is greater than max texture size (%d, %d)",
+ maxWidth, maxHeight);
+ }
+
+ if (inLevels < 1) {
+ qCCritical(INVALID_PARAMETER, "inLevels is less than 1 (%d)", inLevels);
+ }
+
+ m_MaxMipLevel = inLevels - 1; // we count from 0
+
+ // only uncompressed formats are supported and no depth
+ if (NVRenderTextureFormats::isUncompressedTextureFormat(formaInternal)) {
+ m_Backend->CreateTextureStorage2D(m_TextureHandle, m_TexTarget, inLevels, formaInternal,
+ width, height);
+
+ m_Immutable = true;
+ m_TexTarget = NVRenderTextureTargetType::Texture2D;
+
+ if (dataBuffer.size() > 0)
+ m_Backend->SetTextureSubData2D(m_TextureHandle, m_TexTarget, 0, 0, 0, width, height,
+ format, dataBuffer.begin());
+
+ if (inLevels > 1)
+ SetMinFilter(NVRenderTextureMinifyingOp::LinearMipmapLinear);
+ }
+ }
+
+ void NVRenderTexture2D::SetTextureDataMultisample(QT3DSU32 sampleCount, QT3DSU32 width, QT3DSU32 height,
+ NVRenderTextureFormats::Enum format)
+ {
+ QT3DS_ASSERT(m_TextureHandle);
+ QT3DS_ASSERT(m_MaxMipLevel == 0);
+
+ m_TexTarget = NVRenderTextureTargetType::Texture2D_MS;
+
+ QT3DSU32 maxWidth, maxHeight;
+ m_Context.getMaxTextureSize(maxWidth, maxHeight);
+ if (width > maxWidth || height > maxHeight) {
+ qCCritical(INVALID_OPERATION, "Width or height is greater than max texture size (%d, %d)",
+ maxWidth, maxHeight);
+ }
+
+ QT3DS_ASSERT(NVRenderTextureFormats::isUncompressedTextureFormat(format)
+ || NVRenderTextureFormats::isDepthTextureFormat(format));
+
+ m_Backend->SetMultisampledTextureData2D(m_TextureHandle, m_TexTarget, sampleCount, format,
+ width, height, true);
+
+ m_Width = width;
+ m_Height = height;
+ m_SampleCount = sampleCount;
+ m_Format = format;
+ }
+
+ void NVRenderTexture2D::SetTextureSubData(NVDataRef<QT3DSU8> newBuffer, QT3DSU8 inMipLevel,
+ QT3DSU32 inXOffset, QT3DSU32 inYOffset, QT3DSU32 width,
+ QT3DSU32 height, NVRenderTextureFormats::Enum format)
+ {
+ QT3DS_ASSERT(m_TextureHandle);
+
+ if (!NVRenderTextureFormats::isUncompressedTextureFormat(format)) {
+ qCCritical(INVALID_PARAMETER, "Cannot set sub data for depth or compressed formats");
+ QT3DS_ASSERT(false);
+ return;
+ }
+ QT3DSU32 subRectStride = width * NVRenderTextureFormats::getSizeofFormat(format);
+ if (newBuffer.size() < subRectStride * height) {
+ qCCritical(INVALID_PARAMETER, "Invalid sub rect buffer size");
+ QT3DS_ASSERT(false);
+ return;
+ }
+ // nop
+ if (width == 0 || height == 0)
+ return;
+
+ if (inXOffset + width > m_Width || inYOffset + height > m_Height) {
+ qCCritical(INVALID_PARAMETER, "Sub rect outside existing image bounds");
+ QT3DS_ASSERT(false);
+ return;
+ }
+
+ // not handled yet
+ QT3DS_ASSERT(!NVRenderTextureFormats::isDepthTextureFormat(format));
+
+ m_Backend->SetTextureSubData2D(m_TextureHandle, m_TexTarget, inMipLevel, inXOffset,
+ inYOffset, width, height, format, newBuffer.begin());
+ }
+
+ void NVRenderTexture2D::GenerateMipmaps(NVRenderHint::Enum genType)
+ {
+ applyTexParams();
+ m_Backend->GenerateMipMaps(m_TextureHandle, m_TexTarget, genType);
+ QT3DSU32 maxDim = (m_Width >= m_Height) ? m_Width : m_Height;
+ m_MaxMipLevel = static_cast<QT3DSU32>(logf((float)maxDim) / logf(2.0f));
+ // we never create more level than m_MaxLevel
+ m_MaxMipLevel = qt3ds::NVMin(m_MaxMipLevel, (QT3DSU32)m_MaxLevel);
+ }
+
+ void NVRenderTexture2D::Bind()
+ {
+ m_TextureUnit = m_Context.GetNextTextureUnit();
+
+ m_Backend->BindTexture(m_TextureHandle, m_TexTarget, m_TextureUnit);
+
+ applyTexParams();
+ applyTexSwizzle();
+ }
+
+ NVRenderTexture2D *NVRenderTexture2D::Create(NVRenderContextImpl &context)
+ {
+ return QT3DS_NEW(context.GetFoundation().getAllocator(),
+ NVRenderTexture2D)(context, context.GetFoundation());
+ }
+}
+}