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  1. Qt 3D Studio
  2. QT3DS-431

Asset conditioning in Runtime 2

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    • User Story
    • Resolution: Out of scope
    • P2: Important
    • None
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    • Runtime 2.x
    • None

    Description

      This user story is a collection of tasks related to asset conditioning in Runtime 2

      One area is compressed textures:

      Figure out the longer term story when it comes to compressed texture support. We do not use the texture loading code in Qt 3D. Ideally the pkm, ktx and dds (and maybe hdr) parsers would be shared between Qt Quick, Qt 3D, and the new runtime via QtGui.

      Currently support includes the following.

      This means that the new runtime can already consume files with .pkm and .dds extensions as sources for Image elements (assuming the OpenGL implementation supports the format in question)

      DDS support uses the following DXGI -> OpenGL format conversion table. Level support depends on the OpenGL implementation.

      // compressed formats
      { DXGI_FORMAT_BC1_UNORM,                            { QOpenGLTexture::NoSourceFormat,   QOpenGLTexture::RGBA_DXT1,      QOpenGLTexture::NoPixelType,     8, true } },
      { DXGI_FORMAT_BC2_UNORM,                            { QOpenGLTexture::NoSourceFormat,   QOpenGLTexture::RGBA_DXT3,      QOpenGLTexture::NoPixelType,    16, true } },
      { DXGI_FORMAT_BC3_UNORM,                            { QOpenGLTexture::NoSourceFormat,   QOpenGLTexture::RGBA_DXT5,      QOpenGLTexture::NoPixelType,    16, true } },
      { DXGI_FORMAT_BC4_UNORM,                            { QOpenGLTexture::NoSourceFormat,   QOpenGLTexture::R_ATI1N_UNorm,  QOpenGLTexture::NoPixelType,     8, true } },
      { DXGI_FORMAT_BC4_SNORM,                            { QOpenGLTexture::NoSourceFormat,   QOpenGLTexture::R_ATI1N_SNorm,  QOpenGLTexture::NoPixelType,     8, true } },
      { DXGI_FORMAT_BC5_UNORM,                            { QOpenGLTexture::NoSourceFormat,   QOpenGLTexture::RG_ATI2N_UNorm, QOpenGLTexture::NoPixelType,    16, true } },
      { DXGI_FORMAT_BC5_SNORM,                            { QOpenGLTexture::NoSourceFormat,   QOpenGLTexture::RG_ATI2N_SNorm, QOpenGLTexture::NoPixelType,    16, true } },
      { DXGI_FORMAT_BC6H_UF16,                            { QOpenGLTexture::NoSourceFormat,   QOpenGLTexture::RGB_BP_UNSIGNED_FLOAT, QOpenGLTexture::NoPixelType, 16, true } },
      { DXGI_FORMAT_BC6H_SF16,                            { QOpenGLTexture::NoSourceFormat,   QOpenGLTexture::RGB_BP_SIGNED_FLOAT, QOpenGLTexture::NoPixelType, 16, true } },
      { DXGI_FORMAT_BC7_UNORM,                            { QOpenGLTexture::NoSourceFormat,   QOpenGLTexture::RGB_BP_UNorm, QOpenGLTexture::NoPixelType,      16, true } },
      
      // ... + sRGB variants
      

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              lagocs Laszlo Agocs
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