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https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
Cleanup.
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parent
f580110d7f
commit
1c04b822bd
5 changed files with 29 additions and 27 deletions
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@ -127,8 +127,6 @@ namespace stl
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#define BGFX_DEFAULT_WIDTH 1280
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#define BGFX_DEFAULT_HEIGHT 720
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#define BGFX_STATE_TEX_COUNT 16
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#define BGFX_MAX_COMPUTE_BINDINGS 8
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#define BGFX_SAMPLER_DEFAULT_FLAGS UINT32_C(0x10000000)
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@ -980,7 +978,7 @@ namespace bgfx
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m_indexBuffer.idx = invalidHandle;
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m_instanceDataBuffer.idx = invalidHandle;
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for (uint32_t ii = 0; ii < BGFX_STATE_TEX_COUNT; ++ii)
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for (uint32_t ii = 0; ii < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++ii)
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{
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m_sampler[ii].m_idx = invalidHandle;
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m_sampler[ii].m_flags = 0;
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@ -1007,7 +1005,7 @@ namespace bgfx
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VertexDeclHandle m_vertexDecl;
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IndexBufferHandle m_indexBuffer;
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VertexBufferHandle m_instanceDataBuffer;
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Sampler m_sampler[BGFX_STATE_TEX_COUNT];
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Sampler m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
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};
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struct ComputeBinding
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@ -180,6 +180,10 @@
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# define BGFX_CONFIG_MAX_TEXTURES (4<<10)
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#endif // BGFX_CONFIG_MAX_TEXTURES
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#ifndef BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
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# define BGFX_CONFIG_MAX_TEXTURE_SAMPLERS 16
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#endif // BGFX_CONFIG_MAX_TEXTURE_SAMPLERS
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#ifndef BGFX_CONFIG_MAX_FRAME_BUFFERS
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# define BGFX_CONFIG_MAX_FRAME_BUFFERS 64
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#endif // BGFX_CONFIG_MAX_FRAME_BUFFERS
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@ -338,8 +338,8 @@ namespace bgfx
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memset(m_sampler, 0, sizeof(m_sampler) );
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}
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ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
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ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
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ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
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ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
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};
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static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
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@ -1479,8 +1479,8 @@ namespace bgfx
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void commitTextureStage()
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{
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m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
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m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
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m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
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m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
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}
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void invalidateTextureStage()
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@ -2573,13 +2573,13 @@ namespace bgfx
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{
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wasCompute = true;
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ID3D11ShaderResourceView* srv[BGFX_STATE_TEX_COUNT] = {};
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deviceCtx->VSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
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deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
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ID3D11ShaderResourceView* srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
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deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
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ID3D11SamplerState* sampler[BGFX_STATE_TEX_COUNT] = {};
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deviceCtx->VSSetSamplers(0, BGFX_STATE_TEX_COUNT, sampler);
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deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, sampler);
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ID3D11SamplerState* sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, sampler);
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deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, sampler);
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}
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const RenderCompute& compute = renderItem.compute;
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@ -2624,7 +2624,7 @@ namespace bgfx
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ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
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ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
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ID3D11SamplerState* sampler[BGFX_STATE_TEX_COUNT] = {};
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ID3D11SamplerState* sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
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{
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@ -2676,14 +2676,14 @@ namespace bgfx
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deviceCtx->CSSetShader(NULL, NULL, 0);
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ID3D11UnorderedAccessView* uav[BGFX_STATE_TEX_COUNT] = {};
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deviceCtx->CSSetUnorderedAccessViews(0, BGFX_STATE_TEX_COUNT, uav, NULL);
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ID3D11UnorderedAccessView* uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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deviceCtx->CSSetUnorderedAccessViews(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, uav, NULL);
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ID3D11ShaderResourceView* srv[BGFX_STATE_TEX_COUNT] = {};
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deviceCtx->CSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
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ID3D11ShaderResourceView* srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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deviceCtx->CSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
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ID3D11SamplerState* samplers[BGFX_STATE_TEX_COUNT] = {};
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m_deviceCtx->CSSetSamplers(0, BGFX_STATE_TEX_COUNT, samplers);
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ID3D11SamplerState* samplers[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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m_deviceCtx->CSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, samplers);
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}
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const RenderDraw& draw = renderItem.draw;
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@ -2982,7 +2982,7 @@ namespace bgfx
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{
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uint32_t changes = 0;
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for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
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for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
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{
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const Sampler& sampler = draw.m_sampler[stage];
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Sampler& current = currentState.m_sampler[stage];
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@ -1062,7 +1062,7 @@ namespace bgfx
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{
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invalidateSamplerState();
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for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
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for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
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{
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DX_CHECK(m_device->SetTexture(stage, NULL) );
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}
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@ -1134,7 +1134,7 @@ namespace bgfx
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void invalidateSamplerState()
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{
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for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
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for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
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{
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m_samplerFlags[stage] = UINT32_MAX;
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}
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@ -1416,7 +1416,7 @@ namespace bgfx
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UniformRegistry m_uniformReg;
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void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
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uint32_t m_samplerFlags[BGFX_STATE_TEX_COUNT];
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uint32_t m_samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
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TextureD3D9* m_updateTexture;
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uint8_t* m_updateTextureBits;
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@ -2975,7 +2975,7 @@ namespace bgfx
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}
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{
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for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
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for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
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{
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const Sampler& sampler = draw.m_sampler[stage];
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Sampler& current = currentState.m_sampler[stage];
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@ -4424,7 +4424,7 @@ namespace bgfx
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}
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{
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for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
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for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
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{
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const Sampler& sampler = draw.m_sampler[stage];
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Sampler& current = currentState.m_sampler[stage];
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