// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 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; #if !defined(RENDERER_PS3) tdesc.format = RendererTexture2D::FORMAT_B8G8R8A8; #else tdesc.format = RendererTexture2D::FORMAT_R8G8B8A8; #endif 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); }