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Feature: Introduce writeSubData in Texture API#385

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nemerle wants to merge 2655 commits into
GameFoundry:masterfrom
nemerle:texture_partial_writes
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Feature: Introduce writeSubData in Texture API#385
nemerle wants to merge 2655 commits into
GameFoundry:masterfrom
nemerle:texture_partial_writes

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@nemerle
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@nemerle nemerle commented Aug 4, 2019

This is mostly a proposal and a call for help from D3D11 and Vulkan gurus out there.

What is missing:

  • Vulkan support
  • D3D11 support
  • Optional written-area-within-target checks.

BearishSun and others added 30 commits April 17, 2019 16:35
…now handle component and resource types as well
Specify correct return type in example
…l time

 - Also frame delta passed is now the animation frame delta, rather than the main loop frame delta
…t creation so its part of the public API, advanced RTTI manual is now part of user manuals
…ill no longer return the first component

 - This makes it harder to screw up if you forget to implement RTTI for a component
…be available for manually requested render operations
… to run tasks which were queued on a frame for which core sync has not yet been executed

 - Also cleaned up a couple of warnings regarding profiling and renderer tasks
…AssemblyManager::getReflectableFromManagedObject
When CMAKE_CONFIGURATION_TYPES was not set (e.g. Ninja builds) the IMPORT_LOCATION was only set to the release path, this causes issues with debug builds.

This switches it over so the default being release and only debug is overwritten when configuration is debug.
This fixes MSVC build issues with C-style arrays as a value in UnorderedMap
BearishSun and others added 26 commits July 19, 2019 11:51
… state

 - We're no longer converting between euler & quaternion curves back and forth, resolving the concern expressed in that comment
…ltiple build configurations dont conflict with each other
…tion

 - Updated Material to use the HDR variant by default
…operations are submitted

 - In particular it needs to guarantee that any initialize() calls originating from other threads get processed
 - This might break some functionality as this was previously change to fix some other issue
 - Getting bokeh shaders to compile and backing C++ code
 - Added C++ code for the 'combine' shader
 - Fixed some compile issues with the 'combine' shader
 - Added a renderer node combining all the shaders
 - Added default Bokeh flare texture to the renderer
Refactor: introduce `verifyLockAndThread` helper function to reduce repetition.

This should make modifying contents easier and reduce the need to allocate
fully blown PixelData to implement simple operations ( flipping images etc. )
This is mostly a proposal and a call for help from D3D11 and Vulkan gurus out there.

What is missing:
- Vulkan support
- D3D11 support
- Optional written-area-within-target checks.
@BearishSun
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I'd prefer the new method is also named writeData and is just an overload. Other than that I think it's fine, as long as the underlying API's all support this.

@nemerle
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nemerle commented Aug 5, 2019

I'd prefer the new method is also named writeData and is just an overload. Other than that I think it's fine, as long as the underlying API's all support this.

I've originally named those methods writeData, but was unsure how well the @copydoc worked with overridden functions.

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