D3D_FEATURE_LEVEL_11_2 isn't actually a thing. The D3D11.2 features are checked explicitly instead of using a feature level.

This commit is contained in:
Mike Popoloski 2014-11-22 17:13:14 -05:00
parent 7b2f725645
commit 8af790201f
2 changed files with 12 additions and 17 deletions

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,
@ -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)
;
@ -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;
@ -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,
@ -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;
}
@ -3487,7 +3486,7 @@ RENDERDOC_IMPORT
}
}
programChanged =
programChanged =
constantsChanged = true;
}
@ -3856,7 +3855,7 @@ 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