// 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. #include #include using namespace SampleRenderer; RendererTargetDesc::RendererTargetDesc(void) { textures = 0; numTextures = 0; depthStencilSurface = 0; } bool RendererTargetDesc::isValid(void) const { bool ok = true; PxU32 width = 0; PxU32 height = 0; if(numTextures != 1) ok = false; // for now we only support single render targets at the moment. if(textures) { if(textures[0]) { width = textures[0]->getWidth(); height = textures[0]->getHeight(); } for(PxU32 i=0; igetWidth()) ok = false; if(height != textures[i]->getHeight()) ok = false; const RendererTexture2D::Format format = textures[i]->getFormat(); if( format == RendererTexture2D::FORMAT_DXT1) ok = false; else if(format == RendererTexture2D::FORMAT_DXT3) ok = false; else if(format == RendererTexture2D::FORMAT_DXT5) ok = false; } } } else { ok = false; } if(depthStencilSurface) { if(width != depthStencilSurface->getWidth()) ok = false; if(height != depthStencilSurface->getHeight()) ok = false; if(!RendererTexture2D::isDepthStencilFormat(depthStencilSurface->getFormat())) ok = false; } else { ok = false; } return ok; }