/*************************************************************************/ /* texture_storage.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef TEXTURE_STORAGE_DUMMY_H #define TEXTURE_STORAGE_DUMMY_H #include "servers/rendering/rendering_server_globals.h" #include "servers/rendering/storage/texture_storage.h" namespace RendererDummy { class TextureStorage : public RendererTextureStorage { private: struct DummyTexture { Ref image; }; mutable RID_PtrOwner texture_owner; public: static TextureStorage *get_singleton() { // Here we cheat until we can retire RasterizerStorageDummy::free() return (TextureStorage *)RSG::texture_storage; }; virtual bool can_create_resources_async() const override { return false; } DummyTexture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); }; bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); }; virtual RID texture_allocate() override { DummyTexture *texture = memnew(DummyTexture); ERR_FAIL_COND_V(!texture, RID()); return texture_owner.make_rid(texture); }; virtual void texture_free(RID p_rid) override { // delete the texture DummyTexture *texture = texture_owner.get_or_null(p_rid); texture_owner.free(p_rid); memdelete(texture); }; virtual void texture_2d_initialize(RID p_texture, const Ref &p_image) override { DummyTexture *t = texture_owner.get_or_null(p_texture); ERR_FAIL_COND(!t); t->image = p_image->duplicate(); }; virtual void texture_2d_layered_initialize(RID p_texture, const Vector> &p_layers, RS::TextureLayeredType p_layered_type) override{}; virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector> &p_data) override{}; virtual void texture_proxy_initialize(RID p_texture, RID p_base) override{}; //all slices, then all the mipmaps, must be coherent virtual void texture_2d_update(RID p_texture, const Ref &p_image, int p_layer = 0) override{}; virtual void texture_3d_update(RID p_texture, const Vector> &p_data) override{}; virtual void texture_proxy_update(RID p_proxy, RID p_base) override{}; //these two APIs can be used together or in combination with the others. virtual void texture_2d_placeholder_initialize(RID p_texture) override{}; virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override{}; virtual void texture_3d_placeholder_initialize(RID p_texture) override{}; virtual Ref texture_2d_get(RID p_texture) const override { DummyTexture *t = texture_owner.get_or_null(p_texture); ERR_FAIL_COND_V(!t, Ref()); return t->image; }; virtual Ref texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref(); }; virtual Vector> texture_3d_get(RID p_texture) const override { return Vector>(); }; virtual void texture_replace(RID p_texture, RID p_by_texture) override { texture_free(p_by_texture); }; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override{}; virtual void texture_set_path(RID p_texture, const String &p_path) override{}; virtual String texture_get_path(RID p_texture) const override { return String(); }; virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override{}; virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override{}; virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override{}; virtual void texture_debug_usage(List *r_info) override{}; virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override{}; virtual Size2 texture_size_with_proxy(RID p_proxy) override { return Size2(); }; }; } // namespace RendererDummy #endif // !TEXTURE_STORAGE_DUMMY_H