// // 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) 2008-2018 NVIDIA Corporation. All rights reserved. #include using namespace SampleRenderer; RendererTextureDesc::RendererTextureDesc(void) { format = RendererTexture::NUM_FORMATS; filter = RendererTexture::FILTER_LINEAR; addressingU = RendererTexture::ADDRESSING_WRAP; addressingV = RendererTexture::ADDRESSING_WRAP; addressingW = RendererTexture::ADDRESSING_WRAP; width = 0; height = 0; depth = 1; numLevels = 0; renderTarget = false; data = NULL; } bool RendererTextureDesc::isValid(void) const { bool ok = true; if(format >= RendererTexture2D::NUM_FORMATS) ok = false; if(filter >= RendererTexture2D::NUM_FILTERS) ok = false; if(addressingU >= RendererTexture2D::NUM_ADDRESSING) ok = false; if(addressingV >= RendererTexture2D::NUM_ADDRESSING) ok = false; if(width <= 0 || height <= 0 || depth <= 0) ok = false; // TODO: check for power of two. if(numLevels <= 0) ok = false; if(renderTarget) { if(depth > 1) ok = false; if(format == RendererTexture2D::FORMAT_DXT1) ok = false; if(format == RendererTexture2D::FORMAT_DXT3) ok = false; if(format == RendererTexture2D::FORMAT_DXT5) ok = false; } return ok; }