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/*
   Copyright (c) 2017 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_TEXTURE_H_
#define _D3D_TEXTURE_H_

#include "Platform/Video/Textures/Headers/Texture.h"

namespace Divide {

class d3dTexture final : public Texture {
   public:
    explicit d3dTexture(GFXDevice& context,
                        size_t descriptorHash,
                        const stringImpl& name,
                        const stringImpl& resourceName,
                        const stringImpl& resourceLocation,
                        bool isFlipped,
                        bool asyncLoad,
                        const TextureDescriptor& texDescriptor);
    ~d3dTexture();

    bool unload() override { return Texture::unload(); }

    void bind(U8 unit) override {}
    
    void bindLayer(U8 slot, U8 level, U8 layer, bool layered, bool read, bool write) override {};

    void setMipMapRange(U16 base = 0, U16 max = 1000) override { Texture::setMipMapRange(base, max); }

    void resize(const bufferPtr ptr,
                const vec2<U16>& dimensions) override {}

    void updateMipMaps() override { Texture::updateMipMaps(); }

    void loadData(const TextureLoadInfo& info,
                  const vectorImpl<ImageTools::ImageLayer>& imageLayers) override {}

    void loadData(const TextureLoadInfo& info,
                  const bufferPtr data,
                  const vec2<U16>& dimensions) override {}

    void copy(const Texture_ptr& other) override {}

   private:
    U32 _type;
};

};  // namespace Divide
#endif

Commits for Divide-Framework/trunk/Source Code/Platform/Video/Direct3D/Textures/Headers/d3dTexture.h

Diff revisions: vs.
Revision Author Commited Message
909 Diff Diff IonutCava picture IonutCava Thu 29 Jun, 2017 23:57:18 +0000

[Ionut]
- Rework RenderTarget class
— RTAttachment now deal with textures directly
— RT size needs to be specified upfront
- Application class is no longer a Singleton but passed around in the PlatformContext

907 Diff Diff IonutCava picture IonutCava Wed 28 Jun, 2017 23:16:40 +0000

[Ionut]
- Rework texture loading, mip map generation, sampler usage, etc
- ResourceDescriptor for textures now ONLY takes a TextureDescriptor as a property descriptor. Sampler must be assigned to the tex descriptor:
— ToDo: Separate samplers completely from textures and assign them from a pool to textures at bind time

885 Diff Diff IonutCava picture IonutCava Mon 27 Mar, 2017 21:16:49 +0000

[Ionut]
- Match terrain collision mesh with rendered mesh

863 Diff Diff IonutCava picture IonutCava Wed 15 Feb, 2017 16:27:26 +0000

[IonutCava]
- Split Resource class into Resource and CachedResource
— CachedResource is the only resource held in a ResourceCache and loaded from a ResourceDescriptor
— CachedResource is mapped by its creation descriptor’s hash value, instead of the resource name
-— Multiple cached resources can now exist with the same name if the have different properties, for example.

856 Diff Diff IonutCava picture IonutCava Fri 10 Feb, 2017 17:19:06 +0000

[IonutCava]
- Attempt to improve resource creation mechanism by adding a callback for when the resource finishes loading
— This is useful for multi-threaded loading: shaders, textures, terrain, etc

836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

829 Diff Diff IonutCava picture IonutCava Tue 24 Jan, 2017 17:28:39 +0000

[IonutCava]
- Separate resourceLocation for resources into resourceLocation and resourceName.
- More XML config loading refactoring

806 Diff Diff IonutCava picture IonutCava Sun 08 Jan, 2017 22:00:48 +0000

[IonutCava]
- Finish implementing per-fragment velocity computation using a compute shader
— Further tuning still needed
- Add VS2017 build targets

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

692 IonutCava picture IonutCava Wed 27 Apr, 2016 16:24:26 +0000

[IonutCava]
- Resource system cleanup:
— Resource name and resource file location (if any) is now passed only via explicit constructors! (ResourceDescriptors already contain this data, so why use setters?)
- Fix a bug with ortho projection matrix calculation (set m[3][3] to 1. this was skipped when the identity() call was changed to zero() in the ortho() function)
— This also fixed text rendering