mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-24 08:38:32 -05:00
Removed _BIT suffix from BGFX_CLEAR_* flags.
This commit is contained in:
parent
a038b6d426
commit
ff7f967c1b
31 changed files with 80 additions and 77 deletions
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@ -23,7 +23,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -70,7 +70,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -475,7 +475,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -118,7 +118,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -21,7 +21,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -70,7 +70,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -118,7 +118,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -385,7 +385,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -127,7 +127,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -161,7 +161,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -62,7 +62,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -79,7 +79,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -38,7 +38,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -16,14 +16,14 @@
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#include "camera.h"
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#include "imgui/imgui.h"
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#define RENDER_VIEWID_RANGE1_PASS_0 1
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#define RENDER_VIEWID_RANGE1_PASS_1 2
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#define RENDER_VIEWID_RANGE1_PASS_2 3
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#define RENDER_VIEWID_RANGE1_PASS_3 4
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#define RENDER_VIEWID_RANGE1_PASS_4 5
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#define RENDER_VIEWID_RANGE1_PASS_5 6
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#define RENDER_VIEWID_RANGE1_PASS_0 1
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#define RENDER_VIEWID_RANGE1_PASS_1 2
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#define RENDER_VIEWID_RANGE1_PASS_2 3
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#define RENDER_VIEWID_RANGE1_PASS_3 4
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#define RENDER_VIEWID_RANGE1_PASS_4 5
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#define RENDER_VIEWID_RANGE1_PASS_5 6
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#define RENDER_VIEWID_RANGE5_PASS_6 7
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#define RENDER_VIEWID_RANGE1_PASS_7 13
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#define RENDER_VIEWID_RANGE1_PASS_7 13
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#define MAX_NUM_LIGHTS 5
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@ -1209,7 +1209,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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}
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// Make sure at the beginning everything gets cleared.
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clearView(0, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT | BGFX_CLEAR_STENCIL_BIT, clearValues);
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clearView(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL, clearValues);
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bgfx::submit(0);
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s_viewMask |= 1;
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@ -1238,7 +1238,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Second pass - Draw reflected objects.
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// Clear depth from previous pass.
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clearView(RENDER_VIEWID_RANGE1_PASS_1, BGFX_CLEAR_DEPTH_BIT, clearValues);
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clearView(RENDER_VIEWID_RANGE1_PASS_1, BGFX_CLEAR_DEPTH, clearValues);
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// Compute reflected matrix.
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float reflectMtx[16];
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@ -1352,7 +1352,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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for (uint8_t ii = 0, viewId = RENDER_VIEWID_RANGE5_PASS_6; ii < numLights; ++ii, ++viewId)
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{
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// Clear stencil for this light source.
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clearView(viewId, BGFX_CLEAR_STENCIL_BIT, clearValues);
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clearView(viewId, BGFX_CLEAR_STENCIL, clearValues);
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// Draw shadow projection of scene objects.
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@ -2616,9 +2616,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Make sure at the beginning everything gets cleared.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT
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| BGFX_CLEAR_DEPTH_BIT
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| BGFX_CLEAR_STENCIL_BIT
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, BGFX_CLEAR_COLOR
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| BGFX_CLEAR_DEPTH
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| BGFX_CLEAR_STENCIL
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, clearValues.m_clearRgba
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, clearValues.m_clearDepth
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, clearValues.m_clearStencil
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@ -2653,7 +2653,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Using stencil texture requires rendering to separate render target. first pass is building depth buffer.
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if (settings_useStencilTexture)
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{
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bgfx::setViewClear(VIEWID_RANGE1_RT_PASS1, BGFX_CLEAR_DEPTH_BIT, 0x00000000, 1.0f, 0);
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bgfx::setViewClear(VIEWID_RANGE1_RT_PASS1, BGFX_CLEAR_DEPTH, 0x00000000, 1.0f, 0);
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bgfx::setViewFrameBuffer(VIEWID_RANGE1_RT_PASS1, s_stencilFb);
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const RenderState& renderState = s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_BuildDepth];
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@ -2689,7 +2689,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::setViewFrameBuffer(viewId, s_stencilFb);
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bgfx::setViewClear(viewId
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, BGFX_CLEAR_COLOR_BIT
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, BGFX_CLEAR_COLOR
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, 0x00000000
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, 1.0f
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, 0
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@ -2701,7 +2701,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::setViewFrameBuffer(viewId, invalid);
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bgfx::setViewClear(viewId
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, BGFX_CLEAR_STENCIL_BIT
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, BGFX_CLEAR_STENCIL
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, clearValues.m_clearRgba
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, clearValues.m_clearDepth
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, clearValues.m_clearStencil
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@ -282,12 +282,12 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Clear backbuffer and shadowmap framebuffer at beginning.
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bgfx::setViewClear(RENDER_SHADOW_PASS_ID
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, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 0x303030ff, 1.0f, 0
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);
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bgfx::setViewClear(RENDER_SCENE_PASS_ID
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, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 0x303030ff, 1.0f, 0
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);
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@ -2730,8 +2730,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Clear backbuffer at beginning.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT
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| BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR
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| BGFX_CLEAR_DEPTH
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, clearValues.m_clearRgba
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, clearValues.m_clearDepth
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, clearValues.m_clearStencil
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@ -2741,7 +2741,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Clear shadowmap rendertarget at beginning.
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const uint8_t flags0 = (LightType::DirectionalLight == settings.m_lightType)
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? 0
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: BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT | BGFX_CLEAR_STENCIL_BIT
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: BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL
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;
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bgfx::setViewClear(RENDERVIEW_SHADOWMAP_0_ID
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@ -2753,7 +2753,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID);
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const uint8_t flags1 = (LightType::DirectionalLight == settings.m_lightType)
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? BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
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? BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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: 0
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;
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@ -263,7 +263,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -233,7 +233,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set views clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -319,7 +319,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::setClearColor(1, 1.0f, 1.0f, 1.0f, 1.0f);
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 1.0f // Depth
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, 0 // Stencil
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, 0 // FB texture 0, color palette 0
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@ -327,7 +327,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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);
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bgfx::setViewClear(1
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 1.0f // Depth
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, 0 // Stencil
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, 0 // Color palette 0
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@ -1215,7 +1215,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -238,7 +238,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set geometry pass view clear state.
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bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 1.0f
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, 0
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, 1
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@ -246,7 +246,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set light pass view clear state.
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bgfx::setViewClear(RENDER_PASS_LIGHT_ID
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 1.0f
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, 0
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, 0
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@ -85,7 +85,7 @@ void cmdDestroyWindow(const void* /*_userData*/)
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}
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}
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static const InputBinding s_bindings[] =
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static const InputBinding s_bindings[] =
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{
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{ entry::Key::KeyC, entry::Modifier::None, 1, cmdCreateWindow, NULL },
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{ entry::Key::KeyD, entry::Modifier::None, 1, cmdDestroyWindow, NULL },
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@ -115,7 +115,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -218,7 +218,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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{
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bgfx::setViewRect(ii, 0, 0, windows[ii].m_width, windows[ii].m_height);
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bgfx::setViewClear(ii
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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@ -240,7 +240,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/22-windows");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Rendering into multiple windows.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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if (swapChainSupported)
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{
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bgfx::dbgTextPrintf(0, 5, 0x2f, "Press 'c' to create or 'd' to destroy window.");
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@ -283,7 +283,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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}
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}
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// Advance to next frame. Rendering thread will be kicked to
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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}
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@ -51,7 +51,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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bgfx::setDebug(debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT, 0x303030ff, 1.0f, 0);
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bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
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// Create vertex stream declaration.
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PosColorVertex::init();
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@ -106,7 +106,7 @@ void VectorDisplay::setup(uint16_t _width, uint16_t _height, int _view)
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genLinetex();
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bgfx::setViewClear(_view, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT, 0x000000ff, 1.0f, 0);
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bgfx::setViewClear(_view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x000000ff, 1.0f, 0);
|
||||
|
||||
setupResDependent();
|
||||
}
|
||||
|
|
|
@ -111,7 +111,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
|||
|
||||
// Set view 0 clear state.
|
||||
bgfx::setViewClear(0
|
||||
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
|
||||
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
|
||||
, 0x303030ff
|
||||
, 1.0f
|
||||
, 0
|
||||
|
|
|
@ -183,9 +183,12 @@
|
|||
|
||||
///
|
||||
#define BGFX_CLEAR_NONE UINT8_C(0x00)
|
||||
#define BGFX_CLEAR_COLOR_BIT UINT8_C(0x01)
|
||||
#define BGFX_CLEAR_DEPTH_BIT UINT8_C(0x02)
|
||||
#define BGFX_CLEAR_STENCIL_BIT UINT8_C(0x04)
|
||||
#define BGFX_CLEAR_COLOR UINT8_C(0x01)
|
||||
#define BGFX_CLEAR_DEPTH UINT8_C(0x02)
|
||||
#define BGFX_CLEAR_STENCIL UINT8_C(0x04)
|
||||
#define BGFX_CLEAR_DISCARD_COLOR UINT8_C(0x08)
|
||||
#define BGFX_CLEAR_DISCARD_DEPTH UINT8_C(0x10)
|
||||
#define BGFX_CLEAR_DISCARD_STENCIL UINT8_C(0x20)
|
||||
|
||||
///
|
||||
#define BGFX_DEBUG_NONE UINT32_C(0x00000000)
|
||||
|
|
|
@ -2867,8 +2867,8 @@ namespace bgfx
|
|||
BGFX_API_FUNC(void setViewClear(uint8_t _id, uint8_t _flags, float _depth, uint8_t _stencil, uint8_t _0, uint8_t _1, uint8_t _2, uint8_t _3, uint8_t _4, uint8_t _5, uint8_t _6, uint8_t _7) )
|
||||
{
|
||||
Clear& clear = m_clear[_id];
|
||||
clear.m_flags = (_flags & ~BGFX_CLEAR_COLOR_BIT)
|
||||
| (0xff != (_0&_1&_2&_3&_4&_5&_6&_7) ? BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_COLOR_USE_PALETTE_BIT : 0)
|
||||
clear.m_flags = (_flags & ~BGFX_CLEAR_COLOR)
|
||||
| (0xff != (_0&_1&_2&_3&_4&_5&_6&_7) ? BGFX_CLEAR_COLOR|BGFX_CLEAR_COLOR_USE_PALETTE_BIT : 0)
|
||||
;
|
||||
clear.m_index[0] = _0;
|
||||
clear.m_index[1] = _1;
|
||||
|
|
|
@ -1375,7 +1375,7 @@ namespace bgfx
|
|||
else
|
||||
{
|
||||
if (NULL != m_currentColor
|
||||
&& BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
|
||||
&& BGFX_CLEAR_COLOR & _clear.m_flags)
|
||||
{
|
||||
if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
|
||||
{
|
||||
|
@ -1399,11 +1399,11 @@ namespace bgfx
|
|||
}
|
||||
|
||||
if (NULL != m_currentDepthStencil
|
||||
&& (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
|
||||
&& (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
|
||||
{
|
||||
DWORD flags = 0;
|
||||
flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
|
||||
flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
|
||||
flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
|
||||
flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
|
||||
m_deviceCtx->ClearDepthStencilView(m_currentDepthStencil, flags, _clear.m_depth, _clear.m_stencil);
|
||||
}
|
||||
}
|
||||
|
@ -2030,11 +2030,11 @@ namespace bgfx
|
|||
ID3D11DeviceContext* deviceCtx = m_deviceCtx;
|
||||
|
||||
uint64_t state = 0;
|
||||
state |= _clear.m_flags & BGFX_CLEAR_COLOR_BIT ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
|
||||
state |= _clear.m_flags & BGFX_CLEAR_DEPTH_BIT ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
|
||||
state |= _clear.m_flags & BGFX_CLEAR_COLOR ? BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE : 0;
|
||||
state |= _clear.m_flags & BGFX_CLEAR_DEPTH ? BGFX_STATE_DEPTH_TEST_ALWAYS|BGFX_STATE_DEPTH_WRITE : 0;
|
||||
|
||||
uint64_t stencil = 0;
|
||||
stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL_BIT ? 0
|
||||
stencil |= _clear.m_flags & BGFX_CLEAR_STENCIL ? 0
|
||||
| BGFX_STENCIL_TEST_ALWAYS
|
||||
| BGFX_STENCIL_FUNC_REF(_clear.m_stencil)
|
||||
| BGFX_STENCIL_FUNC_RMASK(0xff)
|
||||
|
@ -2899,7 +2899,7 @@ namespace bgfx
|
|||
{
|
||||
ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
|
||||
|
||||
if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
|
||||
if (BGFX_CLEAR_COLOR & _clear.m_flags)
|
||||
{
|
||||
if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
|
||||
{
|
||||
|
@ -2933,11 +2933,11 @@ namespace bgfx
|
|||
}
|
||||
|
||||
if (NULL != m_dsv
|
||||
&& (BGFX_CLEAR_DEPTH_BIT|BGFX_CLEAR_STENCIL_BIT) & _clear.m_flags)
|
||||
&& (BGFX_CLEAR_DEPTH|BGFX_CLEAR_STENCIL) & _clear.m_flags)
|
||||
{
|
||||
DWORD flags = 0;
|
||||
flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH_BIT) ? D3D11_CLEAR_DEPTH : 0;
|
||||
flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL_BIT) ? D3D11_CLEAR_STENCIL : 0;
|
||||
flags |= (_clear.m_flags & BGFX_CLEAR_DEPTH) ? D3D11_CLEAR_DEPTH : 0;
|
||||
flags |= (_clear.m_flags & BGFX_CLEAR_STENCIL) ? D3D11_CLEAR_STENCIL : 0;
|
||||
deviceCtx->ClearDepthStencilView(m_dsv, flags, _clear.m_depth, _clear.m_stencil);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1467,7 +1467,7 @@ namespace bgfx
|
|||
D3DCOLOR color = 0;
|
||||
DWORD flags = 0;
|
||||
|
||||
if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
|
||||
if (BGFX_CLEAR_COLOR & _clear.m_flags)
|
||||
{
|
||||
if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
|
||||
{
|
||||
|
@ -1493,13 +1493,13 @@ namespace bgfx
|
|||
) );
|
||||
}
|
||||
|
||||
if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
|
||||
if (BGFX_CLEAR_DEPTH & _clear.m_flags)
|
||||
{
|
||||
flags |= D3DCLEAR_ZBUFFER;
|
||||
DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
|
||||
}
|
||||
|
||||
if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
|
||||
if (BGFX_CLEAR_STENCIL & _clear.m_flags)
|
||||
{
|
||||
flags |= D3DCLEAR_STENCIL;
|
||||
}
|
||||
|
@ -1523,7 +1523,7 @@ namespace bgfx
|
|||
DX_CHECK(device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) );
|
||||
DX_CHECK(device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE) );
|
||||
|
||||
if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
|
||||
if (BGFX_CLEAR_DEPTH & _clear.m_flags)
|
||||
{
|
||||
DX_CHECK(device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE) );
|
||||
DX_CHECK(device->SetRenderState(D3DRS_COLORWRITEENABLE
|
||||
|
@ -1542,7 +1542,7 @@ namespace bgfx
|
|||
DX_CHECK(device->SetRenderState(D3DRS_ZENABLE, FALSE) );
|
||||
}
|
||||
|
||||
if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
|
||||
if (BGFX_CLEAR_STENCIL & _clear.m_flags)
|
||||
{
|
||||
DX_CHECK(device->SetRenderState(D3DRS_STENCILENABLE, TRUE) );
|
||||
DX_CHECK(device->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE) );
|
||||
|
|
|
@ -2256,7 +2256,7 @@ namespace bgfx
|
|||
if (1 == numMrt)
|
||||
{
|
||||
GLuint flags = 0;
|
||||
if (BGFX_CLEAR_COLOR_BIT & _clear.m_flags)
|
||||
if (BGFX_CLEAR_COLOR & _clear.m_flags)
|
||||
{
|
||||
if (BGFX_CLEAR_COLOR_USE_PALETTE_BIT & _clear.m_flags)
|
||||
{
|
||||
|
@ -2281,14 +2281,14 @@ namespace bgfx
|
|||
GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE) );
|
||||
}
|
||||
|
||||
if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
|
||||
if (BGFX_CLEAR_DEPTH & _clear.m_flags)
|
||||
{
|
||||
flags |= GL_DEPTH_BUFFER_BIT;
|
||||
GL_CHECK(glClearDepth(_clear.m_depth) );
|
||||
GL_CHECK(glDepthMask(GL_TRUE) );
|
||||
}
|
||||
|
||||
if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
|
||||
if (BGFX_CLEAR_STENCIL & _clear.m_flags)
|
||||
{
|
||||
flags |= GL_STENCIL_BUFFER_BIT;
|
||||
GL_CHECK(glClearStencil(_clear.m_stencil) );
|
||||
|
@ -2314,10 +2314,10 @@ namespace bgfx
|
|||
GL_CHECK(glDisable(GL_CULL_FACE) );
|
||||
GL_CHECK(glDisable(GL_BLEND) );
|
||||
|
||||
GLboolean colorMask = !!(BGFX_CLEAR_COLOR_BIT & _clear.m_flags);
|
||||
GLboolean colorMask = !!(BGFX_CLEAR_COLOR & _clear.m_flags);
|
||||
GL_CHECK(glColorMask(colorMask, colorMask, colorMask, colorMask) );
|
||||
|
||||
if (BGFX_CLEAR_DEPTH_BIT & _clear.m_flags)
|
||||
if (BGFX_CLEAR_DEPTH & _clear.m_flags)
|
||||
{
|
||||
GL_CHECK(glEnable(GL_DEPTH_TEST) );
|
||||
GL_CHECK(glDepthFunc(GL_ALWAYS) );
|
||||
|
@ -2328,7 +2328,7 @@ namespace bgfx
|
|||
GL_CHECK(glDisable(GL_DEPTH_TEST) );
|
||||
}
|
||||
|
||||
if (BGFX_CLEAR_STENCIL_BIT & _clear.m_flags)
|
||||
if (BGFX_CLEAR_STENCIL & _clear.m_flags)
|
||||
{
|
||||
GL_CHECK(glEnable(GL_STENCIL_TEST) );
|
||||
GL_CHECK(glStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, _clear.m_stencil, 0xff) );
|
||||
|
|
Loading…
Reference in a new issue