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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 <RendererTextureDesc.h>
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;
}
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