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diff --git a/src/Runtime/Source/render/Qt3DSRenderTexture2DArray.cpp b/src/Runtime/Source/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());
+ }
+}
+}