Merge pull request #190 from MikePopoloski/master

Fixing a few issues I ran into
This commit is contained in:
Branimir Karadžić 2014-11-22 23:03:11 -08:00
commit 1e540003fc
4 changed files with 29 additions and 35 deletions

View file

@ -352,8 +352,8 @@ void VectorDisplay::endDraw()
line_t* lines = (line_t*)alloca(nlines * sizeof(line_t) );
float t = effectiveThickness();
int first_last_same = abs(m_pendingPoints[0].x - m_pendingPoints[m_pendingPoints.size() - 1].x) < 0.1
&& abs(m_pendingPoints[0].y - m_pendingPoints[m_pendingPoints.size() - 1].y) < 0.1;
int first_last_same = bx::fabsolute(m_pendingPoints[0].x - m_pendingPoints[m_pendingPoints.size() - 1].x) < 0.1
&& bx::fabsolute(m_pendingPoints[0].y - m_pendingPoints[m_pendingPoints.size() - 1].y) < 0.1;
// compute basics
for (size_t i = 1; i < m_pendingPoints.size(); i++)

View file

@ -1072,7 +1072,7 @@ namespace bgfx
{
Image,
Buffer,
Count
};
@ -2543,12 +2543,12 @@ namespace bgfx
memset(ref.un.m_th, 0xff, sizeof(ref.un.m_th) );
for (uint32_t ii = 0; ii < _num; ++ii)
{
TextureHandle handle = _handles[ii];
TextureHandle texHandle = _handles[ii];
cmdbuf.write(handle);
cmdbuf.write(texHandle);
ref.un.m_th[ii] = handle;
textureIncRef(handle);
ref.un.m_th[ii] = texHandle;
textureIncRef(texHandle);
}
}
@ -3034,7 +3034,7 @@ namespace bgfx
int16_t m_refCount;
uint16_t m_num;
};
struct ProgramRef
{
ShaderHandle m_vsh;

View file

@ -177,7 +177,7 @@ namespace bgfx
static const TextureFormatInfo s_textureFormat[] =
{
{ DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
{ DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_BC1_UNORM, DXGI_FORMAT_UNKNOWN }, // BC1
{ DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_BC2_UNORM, DXGI_FORMAT_UNKNOWN }, // BC2
{ DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_BC3_UNORM, DXGI_FORMAT_UNKNOWN }, // BC3
{ DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_BC4_UNORM, DXGI_FORMAT_UNKNOWN }, // BC4
@ -656,7 +656,6 @@ RENDERDOC_IMPORT
D3D_FEATURE_LEVEL features[] =
{
D3D_FEATURE_LEVEL_11_2,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
@ -1062,7 +1061,7 @@ RENDERDOC_IMPORT
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0;
ID3D11Texture2D* resolve;
HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
if (SUCCEEDED(hr) )
{
m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
@ -1477,7 +1476,7 @@ RENDERDOC_IMPORT
else
{
float frgba[4] =
{
{
_clear.m_index[0]*1.0f/255.0f,
_clear.m_index[1]*1.0f/255.0f,
_clear.m_index[2]*1.0f/255.0f,
@ -1580,7 +1579,7 @@ RENDERDOC_IMPORT
const uint64_t f0 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_FACTOR);
const uint64_t f1 = BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_FACTOR, BGFX_STATE_BLEND_INV_FACTOR);
bool hasFactor = f0 == (_state & f0)
bool hasFactor = f0 == (_state & f0)
|| f1 == (_state & f1)
;
@ -1640,17 +1639,17 @@ RENDERDOC_IMPORT
drt = &desc.RenderTarget[ii];
drt->BlendEnable = 0 != (rgba&0x7ff);
const uint32_t src = (rgba )&0xf;
const uint32_t dst = (rgba>>4)&0xf;
const uint32_t equation = (rgba>>8)&0x7;
const uint32_t src = (rgba )&0xf;
const uint32_t dst = (rgba>>4)&0xf;
const uint32_t equationIndex = (rgba>>8)&0x7;
drt->SrcBlend = s_blendFactor[src][0];
drt->DestBlend = s_blendFactor[dst][0];
drt->BlendOp = s_blendEquation[equation];
drt->BlendOp = s_blendEquation[equationIndex];
drt->SrcBlendAlpha = s_blendFactor[src][1];
drt->DestBlendAlpha = s_blendFactor[dst][1];
drt->BlendOpAlpha = s_blendEquation[equation];
drt->BlendOpAlpha = s_blendEquation[equationIndex];
drt->RenderTargetWriteMask = writeMask;
}
@ -1901,7 +1900,7 @@ RENDERDOC_IMPORT
DX_CHECK(m_device->CreateTexture2D(&dsd, NULL, &depthStencil) );
DX_CHECK(m_device->CreateDepthStencilView(depthStencil, NULL, &m_ovrDsv) );
DX_RELEASE(depthStencil, 0);
ovrD3D11Texture texture;
texture.D3D11.Header.API = ovrRenderAPI_D3D11;
texture.D3D11.Header.TextureSize = m_ovr.m_rtSize;
@ -2189,7 +2188,7 @@ RENDERDOC_IMPORT
float m_y;
float m_z;
};
Vertex* vertex = (Vertex*)_clearQuad.m_vb->data;
BX_CHECK(stride == sizeof(Vertex), "Stride/Vertex mismatch (stride %d, sizeof(Vertex) %d)", stride, sizeof(Vertex) );
@ -2274,7 +2273,7 @@ RENDERDOC_IMPORT
void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
Matrix4 m_predefinedUniforms[PredefinedUniform::Count];
UniformRegistry m_uniformReg;
StateCacheT<ID3D11BlendState> m_blendStateCache;
StateCacheT<ID3D11DepthStencilState> m_depthStencilStateCache;
StateCacheT<ID3D11InputLayout> m_inputLayoutCache;
@ -2849,7 +2848,7 @@ RENDERDOC_IMPORT
if (convert)
{
uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
data = temp;
}
@ -2866,7 +2865,7 @@ RENDERDOC_IMPORT
{
TextureStage& ts = s_renderD3D11->m_textureStage;
ts.m_srv[_stage] = m_srv;
ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
ts.m_sampler[_stage] = 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags)
? s_renderD3D11->getSamplerState(_flags)
: m_sampler
;
@ -2958,7 +2957,7 @@ RENDERDOC_IMPORT
uint16_t denseIdx = m_denseIdx;
m_denseIdx = UINT16_MAX;
return denseIdx;
}
@ -2987,7 +2986,7 @@ RENDERDOC_IMPORT
else
{
float frgba[4] =
{
{
_clear.m_index[0]*1.0f/255.0f,
_clear.m_index[1]*1.0f/255.0f,
_clear.m_index[2]*1.0f/255.0f,
@ -3111,8 +3110,8 @@ RENDERDOC_IMPORT
FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
float alphaRef = 0.0f;
const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
PrimInfo prim = s_primInfo[primIndex];
deviceCtx->IASetPrimitiveTopology(prim.m_type);
@ -3254,7 +3253,7 @@ RENDERDOC_IMPORT
deviceCtx->CSSetShader(program.m_vsh->m_computeShader, NULL, 0);
deviceCtx->CSSetConstantBuffers(0, 1, &program.m_vsh->m_buffer);
programChanged =
programChanged =
constantsChanged = true;
}
@ -3361,7 +3360,6 @@ RENDERDOC_IMPORT
currentState.m_flags = newFlags;
currentState.m_stencil = newStencil;
uint64_t newFlags = renderItem.draw.m_flags;
setBlendState(newFlags);
setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
@ -3487,7 +3485,7 @@ RENDERDOC_IMPORT
}
}
programChanged =
programChanged =
constantsChanged = true;
}
@ -3856,7 +3854,7 @@ RENDERDOC_IMPORT
char sharedSystem[16];
bx::prettify(sharedSystem, BX_COUNTOF(sharedSystem), desc.SharedSystemMemory);
tvm.printf(0, pos++, 0x0f, " Memory: %s (video), %s (system), %s (shared)"
, dedicatedVideo
, dedicatedSystem

View file

@ -47,10 +47,6 @@ BX_PRAGMA_DIAGNOSTIC_POP()
# define D3D_FEATURE_LEVEL_11_1 D3D_FEATURE_LEVEL(0xb100)
#endif // D3D_FEATURE_LEVEL_11_1
#ifndef D3D_FEATURE_LEVEL_11_2
# define D3D_FEATURE_LEVEL_11_2 D3D_FEATURE_LEVEL(0xb200)
#endif // D3D_FEATURE_LEVEL_11_2
namespace bgfx
{
struct IndexBufferD3D11