Subversion Repository Public Repository

Divide-Framework

This repository has no backups
This repository's network speed is throttled to 100KB/sec

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
/*
   Copyright (c) 2016 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   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 _D3D_FRAME_BUFFER_OBJECT_H_
#define _D3D_FRAME_BUFFER_OBJECT_H_

#include "Platform/Video/Buffers/RenderTarget/Headers/RenderTarget.h"

namespace Divide {
    
class d3dRenderTarget : public RenderTarget {
    USE_CUSTOM_ALLOCATOR
   public:
    d3dRenderTarget(GFXDevice& context, bool multisampled);
    ~d3dRenderTarget();

    bool create(U16 width, U16 height) override;

    void destroy() override;
    void drawToLayer(RTAttachment::Type type,
                     U8 index,
                     U32 layer,
                     bool includeDepth = true) override;
    void setMipLevel(U16 mipLevel,
                     U16 mipMaxLevel,
                     U16 writeLevel,
                     RTAttachment::Type type,
                     U8 index) override;
    void resetMipLevel(RTAttachment::Type type, U8 index) override;
    void begin(const RTDrawDescriptor& drawPolicy) override;
    void end() override;

    void bind(U8 unit,
              RTAttachment::Type type,
              U8 index,
              bool flushStateOnRequest = true) override;

    void readData(const vec4<U16>& rect,
                  GFXImageFormat imageFormat,
                  GFXDataFormat dataType,
                  bufferPtr outData) override;

    void blitFrom(RenderTarget* inputFB,
                  bool blitColour = true,
                  bool blitDepth = false) override;

    void blitFrom(RenderTarget* inputFB,
                  U8 index,
                  bool blitColour = true,
                  bool blitDepth = false) override;

    void clear(const RTDrawDescriptor& drawPolicy) const override;

   protected:
    bool checkStatus() const;
};

};  // namespace Divide
#endif

Commits for Divide-Framework/trunk/Source Code/Platform/Video/Direct3D/Buffers/RenderTarget/Headers/d3dRenderTarget.h

Diff revisions: vs.
Revision Author Commited Message
727 Diff Diff IonutCava picture IonutCava Tue 14 Jun, 2016 16:01:38 +0000

[IonutCava]
- Remove node and cmd buffers from GFXDevice and add them as a new BufferData struct to RenderPass class.
— Each render pass holds its own buffers
- Improvements / fixes to the CSM code
- Added a global toggle to enable/disable custom memory allocators

722 Diff Diff IonutCava picture IonutCava Thu 09 Jun, 2016 16:15:33 +0000

[IonutCava]
- Restructure RenderTarget system:
— Separate attachments, use an attachment pool, use draw descriptors, require explicit information for RT calls, etc

721 Diff Diff IonutCava picture IonutCava Wed 08 Jun, 2016 15:47:49 +0000

[IonutCava]
- Spelling: change all references from our code of “color” to the PROPER British version of “colour” because it sounds 100x better

718 IonutCava picture IonutCava Thu 02 Jun, 2016 16:02:48 +0000

[IonutCava]
- Code cleanup:
— Rename Framebuffer to RenderTarget. Only OpenGL uses the Framebuffer nomenclature.
— Remove base Shader class as only OpenGL will have separate shaders (and eventually move to pipeline objects) as Direct3D uses FX files and may end up with different structure
— Remove drawBox3D, drawSphere3D and drawLines from GFXDevice class and add them as member functions to the IMPrimitive class (renamed to fromXYZ)
— Pull some elements from SceneManager and move them to standalone classes (W.I.P.)