D3D9: Enabled vetex texture sampler.

This commit is contained in:
Branimir Karadžić 2015-08-10 17:45:18 -07:00
parent 3f34765ea7
commit 780f2c614f

View file

@ -1394,18 +1394,23 @@ namespace bgfx { namespace d3d9
{
for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
{
m_samplerFlags[stage][0] = UINT32_MAX;
m_samplerFlags[stage][1] = UINT32_MAX;
m_samplerFlags[stage] = UINT32_MAX;
}
}
void setSamplerState(uint8_t _stage, uint32_t _flags, bool _vertex = false)
static void setSamplerState(IDirect3DDevice9* _device, DWORD _stage, D3DSAMPLERSTATETYPE _type,DWORD _value)
{
DX_CHECK(_device->SetSamplerState( _stage, _type, _value) );
DX_CHECK(_device->SetSamplerState(D3DVERTEXTEXTURESAMPLER0 + _stage, _type, _value) );
}
void setSamplerState(uint8_t _stage, uint32_t _flags)
{
const uint32_t flags = _flags&( (~BGFX_TEXTURE_RESERVED_MASK) | BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_SRGB);
BX_CHECK(_stage < BX_COUNTOF(m_samplerFlags), "");
if (m_samplerFlags[_stage][_vertex] != flags)
if (m_samplerFlags[_stage] != flags)
{
m_samplerFlags[_stage][_vertex] = flags;
m_samplerFlags[_stage] = flags;
IDirect3DDevice9* device = m_device;
D3DTEXTUREADDRESS tau = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
D3DTEXTUREADDRESS tav = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
@ -1414,16 +1419,15 @@ namespace bgfx { namespace d3d9
D3DTEXTUREFILTERTYPE magFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
D3DTEXTUREFILTERTYPE mipFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
DWORD stage = (_vertex ? D3DVERTEXTEXTURESAMPLER0 : 0) + _stage;
DX_CHECK(device->SetSamplerState(stage, D3DSAMP_ADDRESSU, tau) );
DX_CHECK(device->SetSamplerState(stage, D3DSAMP_ADDRESSV, tav) );
DX_CHECK(device->SetSamplerState(stage, D3DSAMP_ADDRESSW, taw) );
DX_CHECK(device->SetSamplerState(stage, D3DSAMP_MINFILTER, minFilter) );
DX_CHECK(device->SetSamplerState(stage, D3DSAMP_MAGFILTER, magFilter) );
DX_CHECK(device->SetSamplerState(stage, D3DSAMP_MIPFILTER, mipFilter) );
DX_CHECK(device->SetSamplerState(stage, D3DSAMP_MAXANISOTROPY, m_maxAnisotropy) );
DX_CHECK(device->SetSamplerState(stage, D3DSAMP_SRGBTEXTURE, 0 != (flags & BGFX_TEXTURE_SRGB) ) );
setSamplerState(device, _stage, D3DSAMP_ADDRESSU, tau);
setSamplerState(device, _stage, D3DSAMP_ADDRESSU, tau);
setSamplerState(device, _stage, D3DSAMP_ADDRESSV, tav);
setSamplerState(device, _stage, D3DSAMP_ADDRESSW, taw);
setSamplerState(device, _stage, D3DSAMP_MINFILTER, minFilter);
setSamplerState(device, _stage, D3DSAMP_MAGFILTER, magFilter);
setSamplerState(device, _stage, D3DSAMP_MIPFILTER, mipFilter);
setSamplerState(device, _stage, D3DSAMP_MAXANISOTROPY, m_maxAnisotropy);
setSamplerState(device, _stage, D3DSAMP_SRGBTEXTURE, 0 != (flags & BGFX_TEXTURE_SRGB) );
}
}
@ -1867,7 +1871,7 @@ namespace bgfx { namespace d3d9
UniformRegistry m_uniformReg;
void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
uint32_t m_samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS][2];
uint32_t m_samplerFlags[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
TextureD3D9* m_updateTexture;
uint8_t* m_updateTextureBits;
@ -2712,11 +2716,12 @@ namespace bgfx { namespace d3d9
void TextureD3D9::commit(uint8_t _stage, uint32_t _flags)
{
s_renderD3D9->setSamplerState(_stage, 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) ? _flags : m_flags);
DX_CHECK(s_renderD3D9->m_device->SetTexture(_stage, m_ptr) );
// s_renderD3D9->setSamplerState(_stage, 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) ? _flags : m_flags, true);
// DX_CHECK(s_renderD3D9->m_device->SetTexture(D3DVERTEXTEXTURESAMPLER0 + _stage, m_ptr) );
s_renderD3D9->setSamplerState(_stage
, 0 == (BGFX_SAMPLER_DEFAULT_FLAGS & _flags) ? _flags : m_flags
);
IDirect3DDevice9* device = s_renderD3D9->m_device;
DX_CHECK(device->SetTexture( _stage, m_ptr) );
DX_CHECK(device->SetTexture(D3DVERTEXTEXTURESAMPLER0 + _stage, m_ptr) );
}
void TextureD3D9::resolve() const