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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