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#ifndef LowerResBlitTexture_h
#define LowerResBlitTexture_h
#include "Runtime/Graphics/Texture.h"
#include "Runtime/GfxDevice/TextureIdMap.h"
// This is used by the OSX/Linux/iOS standalones for scaling up the viewport to the screen resolution.
class LowerResBlitTexture
: public Texture
{
public:
LowerResBlitTexture(MemLabelId label, ObjectCreationMode mode) : Texture(label, mode) {}
unsigned w, h;
void Create(unsigned tex, unsigned w_, unsigned h_)
{
#if ENABLE_TEXTUREID_MAP
TextureIdMap::UpdateTexture(m_TexID, tex);
#else
m_TexID = TextureID(tex);
#endif
w = w_; h = h_;
m_TexelSizeX = 1.0f / w_;
m_TexelSizeY = 1.0f / h_;
}
virtual TextureDimension GetDimension () const { return kTexDim2D; }
virtual bool ExtractImage (ImageReference* /*image*/, int /*imageIndex*/) const { return false; }
virtual int GetStorageMemorySize() const { return 0; }
virtual int GetDataWidth() const { return w; }
virtual int GetDataHeight() const { return h; }
virtual bool HasMipMap () const { return false; }
virtual int CountMipmaps () const { return 1; }
virtual void UnloadFromGfxDevice(bool forceUnloadAll) {}
virtual void UploadToGfxDevice() {}
virtual void ApplySettings () {}
};
static LowerResBlitTexture* CreateBlitTexture()
{
static LowerResBlitTexture* _BlitTex = 0;
if(_BlitTex == 0)
{
_BlitTex = CreateObjectFromCode<LowerResBlitTexture>();
_BlitTex->SetHideFlags(Object::kHideAndDontSave);
}
return _BlitTex;
}
#endif
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