Work at 3ds support and backend upgrades

- Track textures (not sure if this is done tbh)
- Add lithium formatters and move TextureID, TextureFormat and TextureFilter to lithium
- Only include gl-helper if any glDriver is included
- Add Li::Rect for UV stuff
- Add Li::Texture as Info holder (still thinking of making them to ptrs
- Add Check if textures are still loaded on exit
This commit is contained in:
2026-03-18 09:31:47 +01:00
parent d4c59e5b61
commit e04046720b
28 changed files with 791 additions and 243 deletions

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@@ -26,10 +26,11 @@ class GfxCitro3D : public GfxDriverBase<GfxCitro3DConfig> {
void Submit(size_t count, size_t start) override;
void BindTexture(TextureID id) override;
void SysReset() override;
TextureID LoadTexture(const std::vector<PD::u8>& pixels, int w, int h,
TextureFormat type = TextureFormat::RGBA32,
TextureFilter filter = TextureFilter::Linear) override;
void DeleteTexture(const TextureID& tex) override;
Li::Texture LoadTexture(
const std::vector<PD::u8>& pixels, int w, int h,
TextureFormat type = TextureFormat::RGBA32,
TextureFilter filter = TextureFilter::Linear) override;
void DeleteTexture(const Li::Texture& tex) override;
private:
struct Impl;

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@@ -26,10 +26,11 @@ class GfxDirectX9 : public GfxDriverBase<GfxDirectX9Config> {
void Submit(size_t count, size_t start) override;
void BindTexture(TextureID id) override;
void SysReset() override;
TextureID LoadTexture(const std::vector<PD::u8>& pixels, int w, int h,
TextureFormat type = TextureFormat::RGBA32,
TextureFilter filter = TextureFilter::Linear) override;
void DeleteTexture(const TextureID& tex) override;
Li::Texture LoadTexture(
const std::vector<PD::u8>& pixels, int w, int h,
TextureFormat type = TextureFormat::RGBA32,
TextureFilter filter = TextureFilter::Linear) override;
void DeleteTexture(const Li::Texture& tex) override;
private:
struct Impl;

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@@ -25,10 +25,11 @@ class GfxOpenGL2 : public GfxDriverBase<GfxOpenGL2Config> {
void Submit(size_t count, size_t start) override;
void BindTexture(TextureID id) override;
void SysReset() override;
TextureID LoadTexture(const std::vector<PD::u8>& pixels, int w, int h,
TextureFormat type = TextureFormat::RGBA32,
TextureFilter filter = TextureFilter::Linear) override;
void DeleteTexture(const TextureID& tex) override;
Li::Texture LoadTexture(
const std::vector<PD::u8>& pixels, int w, int h,
TextureFormat type = TextureFormat::RGBA32,
TextureFilter filter = TextureFilter::Linear) override;
void DeleteTexture(const Li::Texture& tex) override;
private:
void pSetupShaderAttribs(u32 shader);

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@@ -25,10 +25,11 @@ class GfxOpenGL3 : public GfxDriverBase<GfxOpenGL3Config> {
void Submit(size_t count, size_t start) override;
void BindTexture(TextureID id) override;
void SysReset() override;
TextureID LoadTexture(const std::vector<PD::u8>& pixels, int w, int h,
TextureFormat type = TextureFormat::RGBA32,
TextureFilter filter = TextureFilter::Linear) override;
void DeleteTexture(const TextureID& tex) override;
Li::Texture LoadTexture(
const std::vector<PD::u8>& pixels, int w, int h,
TextureFormat type = TextureFormat::RGBA32,
TextureFilter filter = TextureFilter::Linear) override;
void DeleteTexture(const Li::Texture& tex) override;
private:
u32 pShader = 0;