/**************************************************************************** ** ** 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 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()); } } }