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path: root/src/render/Qt3DSRenderTexture2DArray.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 "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<QT3DSU8> 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());
    }
}
}