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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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@ -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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@ -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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@ -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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@ -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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@ -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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@ -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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@ -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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