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++ // Copyright (C) 2017 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++
++ #include "qsgcompressedtexture_p.h"
++ #include <QDebug>
++ #include <QtQuick/private/qquickwindow_p.h>
++ #include <QtQuick/private/qquickitem_p.h>
++ #include <rhi/qrhi.h>
++
++ QT_BEGIN_NAMESPACE
++
++ Q_LOGGING_CATEGORY(QSG_LOG_TEXTUREIO, "qt.scenegraph.textureio");
++
++ QSGCompressedTexture::QSGCompressedTexture(const QTextureFileData &texData)
++ : QSGTexture(*(new QSGTexturePrivate(this))),
++ m_textureData(texData)
++ {
++ m_size = m_textureData.size();
++ m_hasAlpha = !formatIsOpaque(m_textureData.glInternalFormat());
++ }
++
++ QSGCompressedTexture::~QSGCompressedTexture()
++ {
++ delete m_texture;
++ }
++
++ qint64 QSGCompressedTexture::comparisonKey() const
++ {
++ if (m_texture)
++ return qint64(m_texture);
++
++ // two textures (and so materials) with not-yet-created texture underneath are never equal
++ return qint64(this);
++ }
++
++ QSize QSGCompressedTexture::textureSize() const
++ {
++ return m_size;
++ }
++
++ bool QSGCompressedTexture::hasAlphaChannel() const
++ {
++ return m_hasAlpha;
++ }
++
++ bool QSGCompressedTexture::hasMipmaps() const
++ {
++ return false;
++ }
++
++ namespace QInternalGLTextureFormat {
++ // Copied from QOpenGLTexture.
++ // TODO: make a general solution that can be shared with QtQuick3D (QTBUG-82431)
++ enum {
++ NoFormat = 0, // GL_NONE
++
++ // Unsigned normalized formats
++ R8_UNorm = 0x8229, // GL_R8
++ RG8_UNorm = 0x822B, // GL_RG8
++ RGB8_UNorm = 0x8051, // GL_RGB8
++ RGBA8_UNorm = 0x8058, // GL_RGBA8
++
++ R16_UNorm = 0x822A, // GL_R16
++ RG16_UNorm = 0x822C, // GL_RG16
++ RGB16_UNorm = 0x8054, // GL_RGB16
++ RGBA16_UNorm = 0x805B, // GL_RGBA16
++
++ // Signed normalized formats
++ R8_SNorm = 0x8F94, // GL_R8_SNORM
++ RG8_SNorm = 0x8F95, // GL_RG8_SNORM
++ RGB8_SNorm = 0x8F96, // GL_RGB8_SNORM
++ RGBA8_SNorm = 0x8F97, // GL_RGBA8_SNORM
++
++ R16_SNorm = 0x8F98, // GL_R16_SNORM
++ RG16_SNorm = 0x8F99, // GL_RG16_SNORM
++ RGB16_SNorm = 0x8F9A, // GL_RGB16_SNORM
++ RGBA16_SNorm = 0x8F9B, // GL_RGBA16_SNORM
++
++ // Unsigned integer formats
++ R8U = 0x8232, // GL_R8UI
++ RG8U = 0x8238, // GL_RG8UI
++ RGB8U = 0x8D7D, // GL_RGB8UI
++ RGBA8U = 0x8D7C, // GL_RGBA8UI
++
++ R16U = 0x8234, // GL_R16UI
++ RG16U = 0x823A, // GL_RG16UI
++ RGB16U = 0x8D77, // GL_RGB16UI
++ RGBA16U = 0x8D76, // GL_RGBA16UI
++
++ R32U = 0x8236, // GL_R32UI
++ RG32U = 0x823C, // GL_RG32UI
++ RGB32U = 0x8D71, // GL_RGB32UI
++ RGBA32U = 0x8D70, // GL_RGBA32UI
++
++ // Signed integer formats
++ R8I = 0x8231, // GL_R8I
++ RG8I = 0x8237, // GL_RG8I
++ RGB8I = 0x8D8F, // GL_RGB8I
++ RGBA8I = 0x8D8E, // GL_RGBA8I
++
++ R16I = 0x8233, // GL_R16I
++ RG16I = 0x8239, // GL_RG16I
++ RGB16I = 0x8D89, // GL_RGB16I
++ RGBA16I = 0x8D88, // GL_RGBA16I
++
++ R32I = 0x8235, // GL_R32I
++ RG32I = 0x823B, // GL_RG32I
++ RGB32I = 0x8D83, // GL_RGB32I
++ RGBA32I = 0x8D82, // GL_RGBA32I
++
++ // Floating point formats
++ R16F = 0x822D, // GL_R16F
++ RG16F = 0x822F, // GL_RG16F
++ RGB16F = 0x881B, // GL_RGB16F
++ RGBA16F = 0x881A, // GL_RGBA16F
++
++ R32F = 0x822E, // GL_R32F
++ RG32F = 0x8230, // GL_RG32F
++ RGB32F = 0x8815, // GL_RGB32F
++ RGBA32F = 0x8814, // GL_RGBA32F
++
++ // Packed formats
++ RGB9E5 = 0x8C3D, // GL_RGB9_E5
++ RG11B10F = 0x8C3A, // GL_R11F_G11F_B10F
++ RG3B2 = 0x2A10, // GL_R3_G3_B2
++ R5G6B5 = 0x8D62, // GL_RGB565
++ RGB5A1 = 0x8057, // GL_RGB5_A1
++ RGBA4 = 0x8056, // GL_RGBA4
++ RGB10A2 = 0x906F, // GL_RGB10_A2UI
++
++ // Depth formats
++ D16 = 0x81A5, // GL_DEPTH_COMPONENT16
++ D24 = 0x81A6, // GL_DEPTH_COMPONENT24
++ D24S8 = 0x88F0, // GL_DEPTH24_STENCIL8
++ D32 = 0x81A7, // GL_DEPTH_COMPONENT32
++ D32F = 0x8CAC, // GL_DEPTH_COMPONENT32F
++ D32FS8X24 = 0x8CAD, // GL_DEPTH32F_STENCIL8
++ S8 = 0x8D48, // GL_STENCIL_INDEX8
++
++ // Compressed formats
++ RGB_DXT1 = 0x83F0, // GL_COMPRESSED_RGB_S3TC_DXT1_EXT
++ RGBA_DXT1 = 0x83F1, // GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
++ RGBA_DXT3 = 0x83F2, // GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
++ RGBA_DXT5 = 0x83F3, // GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
++ R_ATI1N_UNorm = 0x8DBB, // GL_COMPRESSED_RED_RGTC1
++ R_ATI1N_SNorm = 0x8DBC, // GL_COMPRESSED_SIGNED_RED_RGTC1
++ RG_ATI2N_UNorm = 0x8DBD, // GL_COMPRESSED_RG_RGTC2
++ RG_ATI2N_SNorm = 0x8DBE, // GL_COMPRESSED_SIGNED_RG_RGTC2
++ RGB_BP_UNSIGNED_FLOAT = 0x8E8F, // GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB
++ RGB_BP_SIGNED_FLOAT = 0x8E8E, // GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB
++ RGB_BP_UNorm = 0x8E8C, // GL_COMPRESSED_RGBA_BPTC_UNORM_ARB
++ R11_EAC_UNorm = 0x9270, // GL_COMPRESSED_R11_EAC
++ R11_EAC_SNorm = 0x9271, // GL_COMPRESSED_SIGNED_R11_EAC
++ RG11_EAC_UNorm = 0x9272, // GL_COMPRESSED_RG11_EAC
++ RG11_EAC_SNorm = 0x9273, // GL_COMPRESSED_SIGNED_RG11_EAC
++ RGB8_ETC2 = 0x9274, // GL_COMPRESSED_RGB8_ETC2
++ SRGB8_ETC2 = 0x9275, // GL_COMPRESSED_SRGB8_ETC2
++ RGB8_PunchThrough_Alpha1_ETC2 = 0x9276, // GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
++ SRGB8_PunchThrough_Alpha1_ETC2 = 0x9277, // GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2
++ RGBA8_ETC2_EAC = 0x9278, // GL_COMPRESSED_RGBA8_ETC2_EAC
++ SRGB8_Alpha8_ETC2_EAC = 0x9279, // GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC
++ RGB8_ETC1 = 0x8D64, // GL_ETC1_RGB8_OES
++ RGBA_ASTC_4x4 = 0x93B0, // GL_COMPRESSED_RGBA_ASTC_4x4_KHR
++ RGBA_ASTC_5x4 = 0x93B1, // GL_COMPRESSED_RGBA_ASTC_5x4_KHR
++ RGBA_ASTC_5x5 = 0x93B2, // GL_COMPRESSED_RGBA_ASTC_5x5_KHR
++ RGBA_ASTC_6x5 = 0x93B3, // GL_COMPRESSED_RGBA_ASTC_6x5_KHR
++ RGBA_ASTC_6x6 = 0x93B4, // GL_COMPRESSED_RGBA_ASTC_6x6_KHR
++ RGBA_ASTC_8x5 = 0x93B5, // GL_COMPRESSED_RGBA_ASTC_8x5_KHR
++ RGBA_ASTC_8x6 = 0x93B6, // GL_COMPRESSED_RGBA_ASTC_8x6_KHR
++ RGBA_ASTC_8x8 = 0x93B7, // GL_COMPRESSED_RGBA_ASTC_8x8_KHR
++ RGBA_ASTC_10x5 = 0x93B8, // GL_COMPRESSED_RGBA_ASTC_10x5_KHR
++ RGBA_ASTC_10x6 = 0x93B9, // GL_COMPRESSED_RGBA_ASTC_10x6_KHR
++ RGBA_ASTC_10x8 = 0x93BA, // GL_COMPRESSED_RGBA_ASTC_10x8_KHR
++ RGBA_ASTC_10x10 = 0x93BB, // GL_COMPRESSED_RGBA_ASTC_10x10_KHR
++ RGBA_ASTC_12x10 = 0x93BC, // GL_COMPRESSED_RGBA_ASTC_12x10_KHR
++ RGBA_ASTC_12x12 = 0x93BD, // GL_COMPRESSED_RGBA_ASTC_12x12_KHR
++ SRGB8_Alpha8_ASTC_4x4 = 0x93D0, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR
++ SRGB8_Alpha8_ASTC_5x4 = 0x93D1, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR
++ SRGB8_Alpha8_ASTC_5x5 = 0x93D2, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR
++ SRGB8_Alpha8_ASTC_6x5 = 0x93D3, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR
++ SRGB8_Alpha8_ASTC_6x6 = 0x93D4, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR
++ SRGB8_Alpha8_ASTC_8x5 = 0x93D5, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR
++ SRGB8_Alpha8_ASTC_8x6 = 0x93D6, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR
++ SRGB8_Alpha8_ASTC_8x8 = 0x93D7, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR
++ SRGB8_Alpha8_ASTC_10x5 = 0x93D8, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR
++ SRGB8_Alpha8_ASTC_10x6 = 0x93D9, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR
++ SRGB8_Alpha8_ASTC_10x8 = 0x93DA, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR
++ SRGB8_Alpha8_ASTC_10x10 = 0x93DB, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR
++ SRGB8_Alpha8_ASTC_12x10 = 0x93DC, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR
++ SRGB8_Alpha8_ASTC_12x12 = 0x93DD, // GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR
++
++ // sRGB formats
++ SRGB8 = 0x8C41, // GL_SRGB8
++ SRGB8_Alpha8 = 0x8C43, // GL_SRGB8_ALPHA8
++ SRGB_DXT1 = 0x8C4C, // GL_COMPRESSED_SRGB_S3TC_DXT1_EXT
++ SRGB_Alpha_DXT1 = 0x8C4D, // GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT
++ SRGB_Alpha_DXT3 = 0x8C4E, // GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT
++ SRGB_Alpha_DXT5 = 0x8C4F, // GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT
++ SRGB_BP_UNorm = 0x8E8D, // GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB
++
++ // ES 2 formats
++ DepthFormat = 0x1902, // GL_DEPTH_COMPONENT
++ AlphaFormat = 0x1906, // GL_ALPHA
++ RGBFormat = 0x1907, // GL_RGB
++ RGBAFormat = 0x1908, // GL_RGBA
++ LuminanceFormat = 0x1909, // GL_LUMINANCE
++ LuminanceAlphaFormat = 0x190A
++
++ };
++ }
++
++ QSGCompressedTexture::FormatInfo QSGCompressedTexture::formatInfo(quint32 glTextureFormat)
++ {
++ switch (glTextureFormat) {
++ case QInternalGLTextureFormat::RGB_DXT1:
++ return { QRhiTexture::BC1, false };
++ case QInternalGLTextureFormat::SRGB_DXT1:
++ return { QRhiTexture::BC1, true };
++
++ case QInternalGLTextureFormat::RGBA_DXT3:
++ return { QRhiTexture::BC2, false };
++ case QInternalGLTextureFormat::SRGB_Alpha_DXT3:
++ return { QRhiTexture::BC2, true };
++
++ case QInternalGLTextureFormat::RGBA_DXT5:
++ return { QRhiTexture::BC3, false };
++ case QInternalGLTextureFormat::SRGB_Alpha_DXT5:
++ return { QRhiTexture::BC3, true };
++
++ case QInternalGLTextureFormat::RGB8_ETC2:
++ return { QRhiTexture::ETC2_RGB8, false };
++ case QInternalGLTextureFormat::SRGB8_ETC2:
++ return { QRhiTexture::ETC2_RGB8, true };
++
++ case QInternalGLTextureFormat::RGB8_PunchThrough_Alpha1_ETC2:
++ return { QRhiTexture::ETC2_RGB8A1, false };
++ case QInternalGLTextureFormat::SRGB8_PunchThrough_Alpha1_ETC2:
++ return { QRhiTexture::ETC2_RGB8A1, true };
++
++ case QInternalGLTextureFormat::RGBA8_ETC2_EAC:
++ return { QRhiTexture::ETC2_RGBA8, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ETC2_EAC:
++ return { QRhiTexture::ETC2_RGBA8, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_4x4:
++ return { QRhiTexture::ASTC_4x4, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_4x4:
++ return { QRhiTexture::ASTC_4x4, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_5x4:
++ return { QRhiTexture::ASTC_5x4, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_5x4:
++ return { QRhiTexture::ASTC_5x4, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_5x5:
++ return { QRhiTexture::ASTC_5x5, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_5x5:
++ return { QRhiTexture::ASTC_5x5, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_6x5:
++ return { QRhiTexture::ASTC_6x5, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_6x5:
++ return { QRhiTexture::ASTC_6x5, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_6x6:
++ return { QRhiTexture::ASTC_6x6, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_6x6:
++ return { QRhiTexture::ASTC_6x6, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_8x5:
++ return { QRhiTexture::ASTC_8x5, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_8x5:
++ return { QRhiTexture::ASTC_8x5, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_8x6:
++ return { QRhiTexture::ASTC_8x6, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_8x6:
++ return { QRhiTexture::ASTC_8x6, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_8x8:
++ return { QRhiTexture::ASTC_8x8, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_8x8:
++ return { QRhiTexture::ASTC_8x8, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_10x5:
++ return { QRhiTexture::ASTC_10x5, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_10x5:
++ return { QRhiTexture::ASTC_10x5, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_10x6:
++ return { QRhiTexture::ASTC_10x6, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_10x6:
++ return { QRhiTexture::ASTC_10x6, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_10x8:
++ return { QRhiTexture::ASTC_10x8, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_10x8:
++ return { QRhiTexture::ASTC_10x8, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_10x10:
++ return { QRhiTexture::ASTC_10x10, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_10x10:
++ return { QRhiTexture::ASTC_10x10, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_12x10:
++ return { QRhiTexture::ASTC_12x10, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_12x10:
++ return { QRhiTexture::ASTC_12x10, true };
++
++ case QInternalGLTextureFormat::RGBA_ASTC_12x12:
++ return { QRhiTexture::ASTC_12x12, false };
++ case QInternalGLTextureFormat::SRGB8_Alpha8_ASTC_12x12:
++ return { QRhiTexture::ASTC_12x12, true };
++
++ default:
++ return { QRhiTexture::UnknownFormat, false };
++ }
++ }
++
++ QRhiTexture *QSGCompressedTexture::rhiTexture() const
++ {
++ return m_texture;
++ }
++
++ void QSGCompressedTexture::commitTextureOperations(QRhi *rhi, QRhiResourceUpdateBatch *resourceUpdates)
++ {
++ if (m_uploaded)
++ return;
++
++ m_uploaded = true; // even if fails, no point in trying again
++
++ if (!m_textureData.isValid()) {
++ qCDebug(QSG_LOG_TEXTUREIO, "Invalid texture data for %s", m_textureData.logName().constData());
++ return;
++ }
++
++ FormatInfo fmt = formatInfo(m_textureData.glInternalFormat());
++ if (fmt.rhiFormat == QRhiTexture::UnknownFormat) {
++ qWarning("Unknown compressed format 0x%x", m_textureData.glInternalFormat());
++ return;
++ }
++
++ if (!m_texture) {
++ QRhiTexture::Flags texFlags;
++ if (fmt.isSRGB)
++ texFlags |= QRhiTexture::sRGB;
++
++ if (!rhi->isTextureFormatSupported(fmt.rhiFormat, texFlags)) {
++ qCDebug(QSG_LOG_TEXTUREIO, "Compressed texture format possibly unsupported: 0x%x",
++ m_textureData.glInternalFormat());
++ // For the Metal backend, don't even try to create an unsupported texture
++ // since trying to do so is invalid.
++ if (rhi->backend() == QRhi::Metal) {
++ qWarning("Unsupported compressed texture format 0x%x", m_textureData.glInternalFormat());
++ return;
++ }
++ }
++
++ m_texture = rhi->newTexture(fmt.rhiFormat, m_size, 1, texFlags);
++ if (!m_texture->create()) {
++ qWarning("Failed to create QRhiTexture for compressed data with format 0x%x",
++ m_textureData.glInternalFormat());
++ delete m_texture;
++ m_texture = nullptr;
++ return;
++ }
++ }
++
++ // only upload mip level 0 since we never do mipmapping for compressed textures (for now?)
++ resourceUpdates->uploadTexture(
++ m_texture,
++ QRhiTextureUploadEntry(0, 0,
++ QRhiTextureSubresourceUploadDescription(
++ m_textureData.getDataView().toByteArray())));
++
++ m_textureData = QTextureFileData(); // Release this memory, not needed anymore
++ }
++
++ QTextureFileData QSGCompressedTexture::textureData() const
++ {
++ return m_textureData;
++ }
++
++ bool QSGCompressedTexture::formatIsOpaque(quint32 glTextureFormat)
++ {
++ switch (glTextureFormat) {
++ case QInternalGLTextureFormat::RGB_DXT1:
++ case QInternalGLTextureFormat::R_ATI1N_UNorm:
++ case QInternalGLTextureFormat::R_ATI1N_SNorm:
++ case QInternalGLTextureFormat::RG_ATI2N_UNorm:
++ case QInternalGLTextureFormat::RG_ATI2N_SNorm:
++ case QInternalGLTextureFormat::RGB_BP_UNSIGNED_FLOAT:
++ case QInternalGLTextureFormat::RGB_BP_SIGNED_FLOAT:
++ case QInternalGLTextureFormat::R11_EAC_UNorm:
++ case QInternalGLTextureFormat::R11_EAC_SNorm:
++ case QInternalGLTextureFormat::RG11_EAC_UNorm:
++ case QInternalGLTextureFormat::RG11_EAC_SNorm:
++ case QInternalGLTextureFormat::RGB8_ETC2:
++ case QInternalGLTextureFormat::SRGB8_ETC2:
++ case QInternalGLTextureFormat::RGB8_ETC1:
++ case QInternalGLTextureFormat::SRGB_DXT1:
++ return true;
++ break;
++ default:
++ return false;
++ }
++ }
++
++ QSGCompressedTextureFactory::QSGCompressedTextureFactory(const QTextureFileData &texData)
++ : m_textureData(texData)
++ {
++ }
++
++ QSGTexture *QSGCompressedTextureFactory::createTexture(QQuickWindow *window) const
++ {
++ if (!m_textureData.isValid())
++ return nullptr;
++
++ // attempt to atlas the texture
++ QSGRenderContext *context = QQuickWindowPrivate::get(window)->context;
++ QSGTexture *t = context->compressedTextureForFactory(this);
++ if (t)
++ return t;
++
++ return new QSGCompressedTexture(m_textureData);
++ }
++
++ int QSGCompressedTextureFactory::textureByteCount() const
++ {
++ return m_textureData.getDataView().size();
++ }
++
++ QSize QSGCompressedTextureFactory::textureSize() const
++ {
++ return m_textureData.size();
++ }
++
++ QT_END_NAMESPACE
++
++ #include "moc_qsgcompressedtexture_p.cpp"