Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy

This commit is contained in:
Areloch 2017-06-23 11:36:20 -05:00
parent 8780f83262
commit 25686ed4be
294 changed files with 3894 additions and 2813 deletions

View file

@ -297,6 +297,8 @@ public:
class GFXD3D11ShaderConstBuffer : public GFXShaderConstBuffer
{
friend class GFXD3D11Shader;
// Cache device context
ID3D11DeviceContext* mDeviceContext;
public:
@ -324,7 +326,7 @@ public:
virtual void set(GFXShaderConstHandle* handle, const Point3F& fv);
virtual void set(GFXShaderConstHandle* handle, const Point4F& fv);
virtual void set(GFXShaderConstHandle* handle, const PlaneF& fv);
virtual void set(GFXShaderConstHandle* handle, const ColorF& fv);
virtual void set(GFXShaderConstHandle* handle, const LinearColorF& fv);
virtual void set(GFXShaderConstHandle* handle, const S32 f);
virtual void set(GFXShaderConstHandle* handle, const Point2I& fv);
virtual void set(GFXShaderConstHandle* handle, const Point3I& fv);
@ -434,7 +436,7 @@ protected:
GenericConstBufferLayout *bufferLayout,
Vector<GFXShaderConstDesc> &samplerDescriptions );
void _getShaderConstants( ID3D11ShaderReflection* pTable,
void _getShaderConstants( ID3D11ShaderReflection* refTable,
GenericConstBufferLayout *bufferLayout,
Vector<GFXShaderConstDesc> &samplerDescriptions );