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Diff Revisions 330 vs 331 for /trunk/Source Code/Hardware/Video/Direct3D/Headers/DXWrapper.h

Diff revisions: vs.
  @@ -54,21 +54,52 @@
54 54 void beginFrame();
55 55 void endFrame();
56 56
57 - inline ShaderBuffer* newSB(const bool unbound = false, const bool persistentMapped = true) const { return New d3dConstantBuffer(unbound, persistentMapped); }
57 + inline ShaderBuffer* newSB(const bool unbound = false, const bool persistentMapped = true) const {
58 + return MemoryManager_NEW d3dConstantBuffer(unbound, persistentMapped);
59 + }
58 60
59 - inline IMPrimitive* newIMP() const { return nullptr; }
60 - inline Framebuffer* newFB(bool multisampled) const { return New d3dRenderTarget(multisampled); }
61 - inline GenericVertexData* newGVD(const bool persistentMapped = false) const { return New d3dGenericVertexData(persistentMapped); }
62 - inline VertexBuffer* newVB() const { return New d3dVertexBuffer(); }
63 - inline PixelBuffer* newPB(const PBType& type) const { return New d3dPixelBuffer(type); }
64 - inline Texture* newTextureArray(const bool flipped = false) const { return New d3dTexture(TEXTURE_2D_ARRAY, flipped); }
65 - inline Texture* newTexture2D(const bool flipped = false) const { return New d3dTexture(TEXTURE_2D, flipped); }
66 - inline Texture* newTextureCubemap(const bool flipped = false) const { return New d3dTexture(TEXTURE_CUBE_MAP, flipped); }
67 - inline ShaderProgram* newShaderProgram(const bool optimise = false) const { return New d3dShaderProgram(optimise); }
68 -
69 - inline Shader* newShader(const stringImpl& name,const ShaderType& type,const bool optimise = false) const {return New d3dShader(name,type,optimise);}
70 - bool initShaders();
71 - bool deInitShaders();
61 + inline IMPrimitive* newIMP() const {
62 + return nullptr;
63 + }
64 +
65 + inline Framebuffer* newFB(bool multisampled) const {
66 + return MemoryManager_NEW d3dRenderTarget(multisampled);
67 + }
68 +
69 + inline GenericVertexData* newGVD(const bool persistentMapped = false) const {
70 + return MemoryManager_NEW d3dGenericVertexData(persistentMapped);
71 + }
72 +
73 + inline VertexBuffer* newVB() const {
74 + return MemoryManager_NEW d3dVertexBuffer();
75 + }
76 +
77 + inline PixelBuffer* newPB(const PBType& type) const {
78 + return MemoryManager_NEW d3dPixelBuffer(type);
79 + }
80 +
81 + inline Texture* newTextureArray(const bool flipped = false) const {
82 + return MemoryManager_NEW d3dTexture(TEXTURE_2D_ARRAY, flipped);
83 + }
84 +
85 + inline Texture* newTexture2D(const bool flipped = false) const {
86 + return MemoryManager_NEW d3dTexture(TEXTURE_2D, flipped);
87 + }
88 +
89 + inline Texture* newTextureCubemap(const bool flipped = false) const {
90 + return MemoryManager_NEW d3dTexture(TEXTURE_CUBE_MAP, flipped);
91 + }
92 +
93 + inline ShaderProgram* newShaderProgram(const bool optimise = false) const {
94 + return MemoryManager_NEW d3dShaderProgram(optimise);
95 + }
96 +
97 + inline Shader* newShader(const stringImpl& name, const ShaderType& type, const bool optimise = false) const {
98 + return MemoryManager_NEW d3dShader(name, type, optimise);
99 + }
100 +
101 + bool initShaders();
102 + bool deInitShaders();
72 103
73 104 F32* setProjection(const vec4<F32>& rect, const vec2<F32>& planes);
74 105 F32* setProjection(F32 FoV, F32 aspectRatio, const vec2<F32>& planes);