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#include "Headers/d3dRenderTarget.h"

namespace Divide {

IMPLEMENT_CUSTOM_ALLOCATOR(d3dRenderTarget, 0, 0)
d3dRenderTarget::d3dRenderTarget(GFXDevice& context, bool multisampled)
    : RenderTarget(context, multisampled)
{
}

d3dRenderTarget::~d3dRenderTarget()
{
}

bool d3dRenderTarget::create(U16 width, U16 height) { return true; }

void d3dRenderTarget::destroy() {}

void d3dRenderTarget::begin(const RTDrawDescriptor& drawPolicy) {}

void d3dRenderTarget::end() {
}

void d3dRenderTarget::bind(U8 unit, RTAttachment::Type type, U8 index, bool flushStateOnRequest) {}

void d3dRenderTarget::drawToLayer(RTAttachment::Type type,
                                  U8 index,
                                  U32 layer,
                                  bool includeDepth) {}

void d3dRenderTarget::setMipLevel(U16 mipMinLevel, U16 mipMaxLevel, U16 writeLevel,
                                  RTAttachment::Type type, U8 index) {}

void d3dRenderTarget::resetMipLevel(RTAttachment::Type type, U8 index) {}

bool d3dRenderTarget::checkStatus() const { return true; }

void d3dRenderTarget::readData(const vec4<U16>& rect,
                               GFXImageFormat imageFormat,
                               GFXDataFormat dataType, bufferPtr outData) {}

void d3dRenderTarget::blitFrom(RenderTarget* inputFB,
                               bool blitColour,
                               bool blitDepth) {}

void d3dRenderTarget::blitFrom(RenderTarget* inputFB,
                               U8 index,
                               bool blitColour, bool blitDepth) {}

void d3dRenderTarget::clear(const RTDrawDescriptor& drawPolicy) const {}

};

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

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.)