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**
** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
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** Alternatively, this file may be used under the terms of the GNU
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
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#include "qssgrenderresourcetexture2d_p.h"
QT_BEGIN_NAMESPACE
QSSGResourceTexture2D::QSSGResourceTexture2D(const QSSGRef<QSSGResourceManager> &mgr,
const QSSGRef<QSSGRenderTexture2D> &inTexture)
: m_resourceManager(mgr), m_texture(inTexture)
{
if (inTexture)
m_textureDetails = inTexture->textureDetails();
}
QSSGResourceTexture2D::QSSGResourceTexture2D(const QSSGRef<QSSGResourceManager> &mgr,
quint32 width,
quint32 height,
QSSGRenderTextureFormat inFormat,
quint32 inSamples)
: m_resourceManager(mgr)
{
ensureTexture(width, height, inFormat, inSamples);
}
QSSGResourceTexture2D::~QSSGResourceTexture2D()
{
releaseTexture();
}
// Returns true if the texture was allocated, false if nothing changed (no allocation).
bool QSSGResourceTexture2D::textureMatches(qint32 width, qint32 height, QSSGRenderTextureFormat inFormat, qint32 inSamples)
{
Q_ASSERT(width >= 0 && height >= 0 && inSamples >= 0);
return m_texture && m_textureDetails.width == width && m_textureDetails.height == height
&& m_textureDetails.format == inFormat && m_textureDetails.sampleCount == inSamples;
}
bool QSSGResourceTexture2D::ensureTexture(qint32 width, qint32 height, QSSGRenderTextureFormat inFormat, qint32 inSamples)
{
Q_ASSERT(width >= 0 && height >= 0 && inSamples >= 0);
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
Q_ASSERT(inSamples == 1);
m_texture->setTextureData(QSSGByteView(), 0, width, height, inFormat);
}
m_textureDetails = m_texture->textureDetails();
return true;
}
void QSSGResourceTexture2D::releaseTexture()
{
if (m_texture) {
m_resourceManager->release(m_texture);
forgetTexture();
}
}
void QSSGResourceTexture2D::forgetTexture()
{
m_texture = nullptr;
}
void QSSGResourceTexture2D::stealTexture(QSSGResourceTexture2D &inOther)
{
releaseTexture();
m_texture = inOther.m_texture;
m_textureDetails = inOther.m_textureDetails;
inOther.m_texture = nullptr;
}
void QSSGResourceTexture2D::swapTexture(QSSGResourceTexture2D &inOther)
{
QSSGRef<QSSGRenderTexture2D> temp = inOther.m_texture;
QSSGTextureDetails detailsTemp = inOther.m_textureDetails;
inOther.m_texture = m_texture;
inOther.m_textureDetails = m_textureDetails;
m_texture = temp;
m_textureDetails = detailsTemp;
}
QT_END_NAMESPACE