mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
Merge pull request #190 from MikePopoloski/master
Fixing a few issues I ran into
This commit is contained in:
commit
1e540003fc
4 changed files with 29 additions and 35 deletions
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@ -352,8 +352,8 @@ void VectorDisplay::endDraw()
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line_t* lines = (line_t*)alloca(nlines * sizeof(line_t) );
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float t = effectiveThickness();
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int first_last_same = abs(m_pendingPoints[0].x - m_pendingPoints[m_pendingPoints.size() - 1].x) < 0.1
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&& abs(m_pendingPoints[0].y - m_pendingPoints[m_pendingPoints.size() - 1].y) < 0.1;
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int first_last_same = bx::fabsolute(m_pendingPoints[0].x - m_pendingPoints[m_pendingPoints.size() - 1].x) < 0.1
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&& bx::fabsolute(m_pendingPoints[0].y - m_pendingPoints[m_pendingPoints.size() - 1].y) < 0.1;
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// compute basics
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for (size_t i = 1; i < m_pendingPoints.size(); i++)
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12
src/bgfx_p.h
12
src/bgfx_p.h
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@ -1072,7 +1072,7 @@ namespace bgfx
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{
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Image,
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Buffer,
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Count
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};
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@ -2543,12 +2543,12 @@ namespace bgfx
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memset(ref.un.m_th, 0xff, sizeof(ref.un.m_th) );
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for (uint32_t ii = 0; ii < _num; ++ii)
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{
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TextureHandle handle = _handles[ii];
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TextureHandle texHandle = _handles[ii];
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cmdbuf.write(handle);
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cmdbuf.write(texHandle);
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ref.un.m_th[ii] = handle;
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textureIncRef(handle);
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ref.un.m_th[ii] = texHandle;
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textureIncRef(texHandle);
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}
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}
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@ -3034,7 +3034,7 @@ namespace bgfx
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int16_t m_refCount;
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uint16_t m_num;
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};
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struct ProgramRef
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{
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ShaderHandle m_vsh;
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@ -177,7 +177,7 @@ namespace bgfx
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static const TextureFormatInfo s_textureFormat[] =
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{
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{ DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
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{ DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
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{ DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
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{ DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
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{ DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
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@ -656,7 +656,6 @@ RENDERDOC_IMPORT
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D3D_FEATURE_LEVEL features[] =
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{
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D3D_FEATURE_LEVEL_11_2,
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D3D_FEATURE_LEVEL_11_1,
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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@ -1062,7 +1061,7 @@ RENDERDOC_IMPORT
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.CPUAccessFlags = 0;
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ID3D11Texture2D* resolve;
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HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
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hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
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if (SUCCEEDED(hr) )
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{
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m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
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@ -1477,7 +1476,7 @@ RENDERDOC_IMPORT
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else
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{
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float frgba[4] =
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{
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{
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_clear.m_index[0]*1.0f/255.0f,
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_clear.m_index[1]*1.0f/255.0f,
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_clear.m_index[2]*1.0f/255.0f,
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@ -1580,7 +1579,7 @@ RENDERDOC_IMPORT
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const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
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const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
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bool hasFactor = f0 == (_state & f0)
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bool hasFactor = f0 == (_state & f0)
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|| f1 == (_state & f1)
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;
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@ -1640,17 +1639,17 @@ RENDERDOC_IMPORT
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drt = &desc.RenderTarget[ii];
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drt->BlendEnable = 0 != (rgba&0x7ff);
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const uint32_t src = (rgba )&0xf;
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const uint32_t dst = (rgba>>4)&0xf;
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const uint32_t equation = (rgba>>8)&0x7;
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const uint32_t src = (rgba )&0xf;
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const uint32_t dst = (rgba>>4)&0xf;
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const uint32_t equationIndex = (rgba>>8)&0x7;
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drt->SrcBlend = s_blendFactor[src][0];
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drt->DestBlend = s_blendFactor[dst][0];
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drt->BlendOp = s_blendEquation[equation];
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drt->BlendOp = s_blendEquation[equationIndex];
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drt->SrcBlendAlpha = s_blendFactor[src][1];
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drt->DestBlendAlpha = s_blendFactor[dst][1];
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drt->BlendOpAlpha = s_blendEquation[equation];
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drt->BlendOpAlpha = s_blendEquation[equationIndex];
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drt->RenderTargetWriteMask = writeMask;
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}
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@ -1901,7 +1900,7 @@ RENDERDOC_IMPORT
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DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
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DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
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DX_RELEASE(depthStencil, 0);
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ovrD3D11Texture texture;
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texture.D3D11.Header.API = ovrRenderAPI_D3D11;
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texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
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@ -2189,7 +2188,7 @@ RENDERDOC_IMPORT
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float m_y;
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float m_z;
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};
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Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
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BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
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@ -2274,7 +2273,7 @@ RENDERDOC_IMPORT
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void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
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Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
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UniformRegistry m_uniformReg;
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StateCacheT<ID3D11BlendState> m_blendStateCache;
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StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
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StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
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@ -2849,7 +2848,7 @@ RENDERDOC_IMPORT
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if (convert)
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{
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uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
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temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
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imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
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data = temp;
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}
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@ -2866,7 +2865,7 @@ RENDERDOC_IMPORT
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{
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TextureStage& ts = s_renderD3D11->m_textureStage;
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ts.m_srv[_stage] = m_srv;
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ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
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ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
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? s_renderD3D11->getSamplerState(_flags)
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: m_sampler
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;
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@ -2958,7 +2957,7 @@ RENDERDOC_IMPORT
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uint16_t denseIdx = m_denseIdx;
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m_denseIdx = UINT16_MAX;
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return denseIdx;
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}
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@ -2987,7 +2986,7 @@ RENDERDOC_IMPORT
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else
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{
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float frgba[4] =
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{
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{
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_clear.m_index[0]*1.0f/255.0f,
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_clear.m_index[1]*1.0f/255.0f,
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_clear.m_index[2]*1.0f/255.0f,
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@ -3111,8 +3110,8 @@ RENDERDOC_IMPORT
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FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
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float alphaRef = 0.0f;
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const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
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uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
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const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
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uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
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PrimInfo prim = s_primInfo[primIndex];
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deviceCtx->IASetPrimitiveTopology(prim.m_type);
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@ -3254,7 +3253,7 @@ RENDERDOC_IMPORT
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deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
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deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
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programChanged =
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programChanged =
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constantsChanged = true;
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}
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@ -3361,7 +3360,6 @@ RENDERDOC_IMPORT
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currentState.m_flags = newFlags;
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currentState.m_stencil = newStencil;
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uint64_t newFlags = renderItem.draw.m_flags;
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setBlendState(newFlags);
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setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
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@ -3487,7 +3485,7 @@ RENDERDOC_IMPORT
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}
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}
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programChanged =
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programChanged =
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constantsChanged = true;
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}
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@ -3856,7 +3854,7 @@ RENDERDOC_IMPORT
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char sharedSystem[16];
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bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
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tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
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, dedicatedVideo
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, dedicatedSystem
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@ -47,10 +47,6 @@ BX_PRAGMA_DIAGNOSTIC_POP()
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# define D3D_FEATURE_LEVEL_11_1 D3D_FEATURE_LEVEL(0xb100)
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#endif // D3D_FEATURE_LEVEL_11_1
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#ifndef D3D_FEATURE_LEVEL_11_2
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# define D3D_FEATURE_LEVEL_11_2 D3D_FEATURE_LEVEL(0xb200)
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#endif // D3D_FEATURE_LEVEL_11_2
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namespace bgfx
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{
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struct IndexBufferD3D11
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