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| |
| #include "qsgd3d12texture_p.h" |
| #include "qsgd3d12engine_p.h" |
| #include <private/qsgcontext_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| #define RETAIN_IMAGE |
| |
| void QSGD3D12Texture::create(const QImage &image, uint flags) |
| { |
| // ### atlas? |
| |
| const bool alphaRequest = flags & QSGRenderContext::CreateTexture_Alpha; |
| m_alphaWanted = alphaRequest && image.hasAlphaChannel(); |
| |
| // The engine maps 8-bit formats to R8. This is fine for glyphs and such |
| // but may not be what apps expect for ordinary image data. The OpenGL |
| // implementation maps these to ARGB32_Pre so let's follow suit. |
| if (image.depth() != 8) |
| m_image = image; |
| else |
| m_image = image.convertToFormat(m_alphaWanted ? QImage::Format_ARGB32_Premultiplied : QImage::Format_RGB32); |
| |
| m_id = m_engine->genTexture(); |
| Q_ASSERT(m_id); |
| |
| // We could kick off the texture creation and the async upload right here. |
| // Unfortunately we cannot tell at this stage if mipmaps will be enabled |
| // via an Image element's mipmap property...so defer to bind(). |
| m_createPending = true; |
| } |
| |
| QSGD3D12Texture::QSGD3D12Texture(QSGD3D12Engine *engine) |
| : QSGTexture(*(new QSGD3D12TexturePrivate)), |
| m_engine(engine) |
| { |
| } |
| |
| QSGD3D12Texture::~QSGD3D12Texture() |
| { |
| if (m_id) |
| m_engine->releaseTexture(m_id); |
| } |
| |
| int QSGD3D12Texture::textureId() const |
| { |
| return m_id; |
| } |
| |
| int QSGD3D12TexturePrivate::comparisonKey() const |
| { |
| Q_Q(const QSGD3D12Texture); |
| return q->m_id; |
| } |
| |
| QSize QSGD3D12Texture::textureSize() const |
| { |
| return m_image.size(); |
| } |
| |
| bool QSGD3D12Texture::hasAlphaChannel() const |
| { |
| return m_alphaWanted; |
| } |
| |
| bool QSGD3D12Texture::hasMipmaps() const |
| { |
| return mipmapFiltering() != QSGTexture::None; |
| } |
| |
| QRectF QSGD3D12Texture::normalizedTextureSubRect() const |
| { |
| return QRectF(0, 0, 1, 1); |
| } |
| |
| void QSGD3D12Texture::bind() |
| { |
| // Called when the texture material updates the pipeline state. |
| |
| if (!m_createPending && hasMipmaps() != m_createdWithMipMaps) { |
| #ifdef RETAIN_IMAGE |
| m_engine->releaseTexture(m_id); |
| m_id = m_engine->genTexture(); |
| Q_ASSERT(m_id); |
| m_createPending = true; |
| #else |
| // ### this can be made working some day (something similar to |
| // queueTextureResize) but skip for now |
| qWarning("D3D12: mipmap property cannot be changed once the texture is created"); |
| #endif |
| } |
| |
| if (m_createPending) { |
| m_createPending = false; |
| |
| QSGD3D12Engine::TextureCreateFlags createFlags = 0; |
| if (m_alphaWanted) |
| createFlags |= QSGD3D12Engine::TextureWithAlpha; |
| |
| m_createdWithMipMaps = hasMipmaps(); |
| if (m_createdWithMipMaps) |
| createFlags |= QSGD3D12Engine::TextureWithMipMaps; |
| |
| m_engine->createTexture(m_id, m_image.size(), m_image.format(), createFlags); |
| m_engine->queueTextureUpload(m_id, m_image); |
| |
| #ifndef RETAIN_IMAGE |
| m_image = QImage(); |
| #endif |
| } |
| |
| // Here we know that the texture is going to be used in the current frame |
| // by the next draw call. Notify the engine so that it can wait for |
| // possible pending uploads and set up the pipeline accordingly. |
| m_engine->useTexture(m_id); |
| } |
| |
| QT_END_NAMESPACE |