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39
40 #include "qsgd3d12texture_p.h"
41 #include "qsgd3d12engine_p.h"
42 #include <private/qsgcontext_p.h>
43
44 QT_BEGIN_NAMESPACE
45
46 #define RETAIN_IMAGE
47
create(const QImage & image,uint flags)48 void QSGD3D12Texture::create(const QImage &image, uint flags)
49 {
50 // ### atlas?
51
52 const bool alphaRequest = flags & QSGRenderContext::CreateTexture_Alpha;
53 m_alphaWanted = alphaRequest && image.hasAlphaChannel();
54
55 // The engine maps 8-bit formats to R8. This is fine for glyphs and such
56 // but may not be what apps expect for ordinary image data. The OpenGL
57 // implementation maps these to ARGB32_Pre so let's follow suit.
58 if (image.depth() != 8)
59 m_image = image;
60 else
61 m_image = image.convertToFormat(m_alphaWanted ? QImage::Format_ARGB32_Premultiplied : QImage::Format_RGB32);
62
63 m_id = m_engine->genTexture();
64 Q_ASSERT(m_id);
65
66 // We could kick off the texture creation and the async upload right here.
67 // Unfortunately we cannot tell at this stage if mipmaps will be enabled
68 // via an Image element's mipmap property...so defer to bind().
69 m_createPending = true;
70 }
71
QSGD3D12Texture(QSGD3D12Engine * engine)72 QSGD3D12Texture::QSGD3D12Texture(QSGD3D12Engine *engine)
73 : QSGTexture(*(new QSGD3D12TexturePrivate)),
74 m_engine(engine)
75 {
76 }
77
~QSGD3D12Texture()78 QSGD3D12Texture::~QSGD3D12Texture()
79 {
80 if (m_id)
81 m_engine->releaseTexture(m_id);
82 }
83
textureId() const84 int QSGD3D12Texture::textureId() const
85 {
86 return m_id;
87 }
88
comparisonKey() const89 int QSGD3D12TexturePrivate::comparisonKey() const
90 {
91 Q_Q(const QSGD3D12Texture);
92 return q->m_id;
93 }
94
textureSize() const95 QSize QSGD3D12Texture::textureSize() const
96 {
97 return m_image.size();
98 }
99
hasAlphaChannel() const100 bool QSGD3D12Texture::hasAlphaChannel() const
101 {
102 return m_alphaWanted;
103 }
104
hasMipmaps() const105 bool QSGD3D12Texture::hasMipmaps() const
106 {
107 return mipmapFiltering() != QSGTexture::None;
108 }
109
normalizedTextureSubRect() const110 QRectF QSGD3D12Texture::normalizedTextureSubRect() const
111 {
112 return QRectF(0, 0, 1, 1);
113 }
114
bind()115 void QSGD3D12Texture::bind()
116 {
117 // Called when the texture material updates the pipeline state.
118
119 if (!m_createPending && hasMipmaps() != m_createdWithMipMaps) {
120 #ifdef RETAIN_IMAGE
121 m_engine->releaseTexture(m_id);
122 m_id = m_engine->genTexture();
123 Q_ASSERT(m_id);
124 m_createPending = true;
125 #else
126 // ### this can be made working some day (something similar to
127 // queueTextureResize) but skip for now
128 qWarning("D3D12: mipmap property cannot be changed once the texture is created");
129 #endif
130 }
131
132 if (m_createPending) {
133 m_createPending = false;
134
135 QSGD3D12Engine::TextureCreateFlags createFlags = 0;
136 if (m_alphaWanted)
137 createFlags |= QSGD3D12Engine::TextureWithAlpha;
138
139 m_createdWithMipMaps = hasMipmaps();
140 if (m_createdWithMipMaps)
141 createFlags |= QSGD3D12Engine::TextureWithMipMaps;
142
143 m_engine->createTexture(m_id, m_image.size(), m_image.format(), createFlags);
144 m_engine->queueTextureUpload(m_id, m_image);
145
146 #ifndef RETAIN_IMAGE
147 m_image = QImage();
148 #endif
149 }
150
151 // Here we know that the texture is going to be used in the current frame
152 // by the next draw call. Notify the engine so that it can wait for
153 // possible pending uploads and set up the pipeline accordingly.
154 m_engine->useTexture(m_id);
155 }
156
157 QT_END_NAMESPACE
158