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

@ -76,11 +76,7 @@ class GFXD3D11WindowTarget : public GFXWindowTarget
friend class GFXD3D11Device;
/// Our backbuffer
ID3D11Texture2D *mBackBuffer;
ID3D11Texture2D *mDepthStencil;
ID3D11RenderTargetView* mBackBufferView;
ID3D11DepthStencilView* mDepthStencilView;
IDXGISwapChain *mSwapChain;
ID3D11Texture2D *mBackbuffer;
/// Maximum size we can render to.
Point2I mSize;
@ -89,9 +85,6 @@ class GFXD3D11WindowTarget : public GFXWindowTarget
/// Internal interface that notifies us we need to reset our video mode.
void resetMode();
/// Is this a secondary window
bool mSecondaryWindow;
public:
GFXD3D11WindowTarget();
@ -102,9 +95,7 @@ public:
virtual bool present();
void initPresentationParams();
void createSwapChain();
void createBuffersAndViews();
void setBackBuffer();
void setImplicitSwapChain();
virtual void activate();
@ -112,13 +103,6 @@ public:
void resurrect();
virtual void resolveTo( GFXTextureObject *tex );
// These are all reference counted and must be released by whomever uses the get* function
IDXGISwapChain *getSwapChain();
ID3D11Texture2D *getBackBuffer();
ID3D11Texture2D *getDepthStencil();
ID3D11RenderTargetView* getBackBufferView();
ID3D11DepthStencilView* getDepthStencilView();
};
#endif