// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #include "SamplePreprocessor.h" #include "RendererMemoryMacros.h" #include "RenderTexture.h" #include "Renderer.h" #include "RendererTexture2DDesc.h" using namespace physx; using namespace SampleRenderer; RenderTexture::RenderTexture(Renderer& renderer, PxU32 id, PxU32 width, PxU32 height, const void* data) : mID (id), mTexture (NULL), mOwnsTexture (true) { RendererTexture2DDesc tdesc; tdesc.format = RendererTexture2D::FORMAT_B8G8R8A8; tdesc.width = width; tdesc.height = height; tdesc.numLevels = 1; /* tdesc.filter; tdesc.addressingU; tdesc.addressingV; tdesc.renderTarget; */ PX_ASSERT(tdesc.isValid()); mTexture = renderer.createTexture2D(tdesc); PX_ASSERT(mTexture); const PxU32 componentCount = 4; if(mTexture) { PxU32 pitch = 0; void* buffer = mTexture->lockLevel(0, pitch); PX_ASSERT(buffer); if(buffer) { PxU8* levelDst = (PxU8*)buffer; const PxU8* levelSrc = (PxU8*)data; const PxU32 levelWidth = mTexture->getWidthInBlocks(); const PxU32 levelHeight = mTexture->getHeightInBlocks(); const PxU32 rowSrcSize = levelWidth * mTexture->getBlockSize(); PX_UNUSED(rowSrcSize); PX_ASSERT(rowSrcSize <= pitch); // the pitch can't be less than the source row size. for(PxU32 row=0; rowunlockLevel(0); } } RenderTexture::RenderTexture(Renderer& renderer, PxU32 id, RendererTexture2D* texture) : mID (id), mTexture (texture), mOwnsTexture (false) { } RenderTexture::~RenderTexture() { if(mOwnsTexture) SAFE_RELEASE(mTexture); }