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//
// 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 <RendererTargetDesc.h>
#include <RendererTexture2D.h>
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; i<numTextures; i++)
{
if(!textures[i]) ok = false;
else
{
if(width != textures[i]->getWidth()) 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;
}
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