/**************************************************************************** ** ** 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 "Qt3DSRenderResourceTexture2D.h" using namespace qt3ds::render; CResourceTexture2D::CResourceTexture2D(IResourceManager &mgr, NVRenderTexture2D *inTexture) : m_ResourceManager(mgr) , m_Texture(inTexture) { if (inTexture) m_TextureDetails = inTexture->GetTextureDetails(); } CResourceTexture2D::CResourceTexture2D(IResourceManager &mgr, QT3DSU32 width, QT3DSU32 height, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples) : m_ResourceManager(mgr) , m_Texture(NULL) { EnsureTexture(width, height, inFormat, inSamples); } CResourceTexture2D::~CResourceTexture2D() { ReleaseTexture(); } // Returns true if the texture was allocated, false if nothing changed (no allocation). bool CResourceTexture2D::TextureMatches(QT3DSU32 width, QT3DSU32 height, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples) { return m_Texture && m_TextureDetails.m_Width == width && m_TextureDetails.m_Height == height && m_TextureDetails.m_Format == inFormat && m_TextureDetails.m_SampleCount == inSamples; } bool CResourceTexture2D::EnsureTexture(QT3DSU32 width, QT3DSU32 height, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples) { if (TextureMatches(width, height, inFormat, inSamples)) return false; if (m_Texture && inSamples > 1) { // we cannot resize MSAA textures though release first ReleaseTexture(); } if (!m_Texture) m_Texture = m_ResourceManager.AllocateTexture2D(width, height, inFormat, inSamples); else { // multisampled textures are immuteable QT3DS_ASSERT(inSamples == 1); m_Texture->SetTextureData(NVDataRef(), 0, width, height, inFormat); } m_TextureDetails = m_Texture->GetTextureDetails(); return true; } void CResourceTexture2D::ReleaseTexture() { if (m_Texture) { m_ResourceManager.Release(*m_Texture); ForgetTexture(); } } void CResourceTexture2D::ForgetTexture() { m_Texture = NULL; } void CResourceTexture2D::StealTexture(CResourceTexture2D &inOther) { ReleaseTexture(); m_Texture = inOther.m_Texture; m_TextureDetails = inOther.m_TextureDetails; inOther.m_Texture = NULL; } CResourceTexture2DArray::CResourceTexture2DArray(IResourceManager &mgr) : m_ResourceManager(mgr) , m_Texture(NULL) { } CResourceTexture2DArray::CResourceTexture2DArray(IResourceManager &mgr, QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples) : m_ResourceManager(mgr) , m_Texture(NULL) { EnsureTexture(width, height, slices, inFormat, inSamples); } CResourceTexture2DArray::~CResourceTexture2DArray() { ReleaseTexture(); } bool CResourceTexture2DArray::TextureMatches(QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples) { return m_Texture && m_TextureDetails.m_Depth == slices && m_TextureDetails.m_Width == width && m_TextureDetails.m_Height == height && m_TextureDetails.m_Format == inFormat && m_TextureDetails.m_SampleCount == inSamples; } bool CResourceTexture2DArray::EnsureTexture(QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices, NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples) { if (TextureMatches(width, height, slices, inFormat, inSamples)) return false; if (m_Texture && inSamples > 1) { // we cannot resize MSAA textures though release first ReleaseTexture(); } if (!m_Texture) m_Texture = m_ResourceManager.AllocateTexture2DArray(width, height, slices, inFormat, inSamples); else { // multisampled textures are immuteable QT3DS_ASSERT(inSamples == 1); m_Texture->SetTextureData(NVDataRef(), 0, width, height, slices, inFormat); } m_TextureDetails = m_Texture->GetTextureDetails(); return true; } void CResourceTexture2DArray::ReleaseTexture() { if (m_Texture) { m_ResourceManager.Release(*m_Texture); m_Texture = NULL; } } void CResourceTexture2DArray::StealTexture(CResourceTexture2DArray &inOther) { ReleaseTexture(); m_Texture = inOther.m_Texture; m_TextureDetails = inOther.m_TextureDetails; inOther.m_Texture = NULL; }