diff options
Diffstat (limited to 'src/Runtime/Source/render/Qt3DSRenderTexture2DArray.cpp')
-rw-r--r-- | src/Runtime/Source/render/Qt3DSRenderTexture2DArray.cpp | 123 |
1 files changed, 123 insertions, 0 deletions
diff --git a/src/Runtime/Source/render/Qt3DSRenderTexture2DArray.cpp b/src/Runtime/Source/render/Qt3DSRenderTexture2DArray.cpp new file mode 100644 index 00000000..fc0dfa45 --- /dev/null +++ b/src/Runtime/Source/render/Qt3DSRenderTexture2DArray.cpp @@ -0,0 +1,123 @@ +/**************************************************************************** +** +** 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()); + } +} +} |