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// 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 <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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