Tidy up indentation in openvr changes

This commit is contained in:
James Urquhart 2016-07-12 23:30:11 +01:00
parent e6159a590a
commit 212ac36cc1
25 changed files with 2171 additions and 2172 deletions

View file

@ -119,77 +119,77 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
{
GFXAdapter *toAdd = new GFXAdapter;
toAdd->mType = Direct3D11;
toAdd->mIndex = adapterIndex;
toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
GFXAdapter *toAdd = new GFXAdapter;
toAdd->mType = Direct3D11;
toAdd->mIndex = adapterIndex;
toAdd->mCreateDeviceInstanceDelegate = mCreateDeviceInstance;
toAdd->mShaderModel = 5.0f;
DXGI_ADAPTER_DESC1 desc;
EnumAdapter->GetDesc1(&desc);
toAdd->mShaderModel = 5.0f;
DXGI_ADAPTER_DESC1 desc;
EnumAdapter->GetDesc1(&desc);
// LUID identifies adapter for oculus rift
dMemcpy(&toAdd->mLUID, &desc.AdapterLuid, sizeof(toAdd->mLUID));
// LUID identifies adapter for oculus rift
dMemcpy(&toAdd->mLUID, &desc.AdapterLuid, sizeof(toAdd->mLUID));
size_t size=wcslen(desc.Description);
char *str = new char[size+1];
size_t size=wcslen(desc.Description);
char *str = new char[size+1];
wcstombs(str, desc.Description,size);
str[size]='\0';
String Description=str;
wcstombs(str, desc.Description,size);
str[size]='\0';
String Description=str;
SAFE_DELETE_ARRAY(str);
dStrncpy(toAdd->mName, Description.c_str(), GFXAdapter::MaxAdapterNameLen);
dStrncat(toAdd->mName, " (D3D11)", GFXAdapter::MaxAdapterNameLen);
dStrncpy(toAdd->mName, Description.c_str(), GFXAdapter::MaxAdapterNameLen);
dStrncat(toAdd->mName, " (D3D11)", GFXAdapter::MaxAdapterNameLen);
IDXGIOutput* pOutput = NULL;
HRESULT hr;
IDXGIOutput* pOutput = NULL;
HRESULT hr;
hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
if(hr == DXGI_ERROR_NOT_FOUND)
{
if(hr == DXGI_ERROR_NOT_FOUND)
{
SAFE_RELEASE(EnumAdapter);
break;
}
break;
}
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> EnumOutputs call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> EnumOutputs call failure");
UINT numModes = 0;
DXGI_MODE_DESC* displayModes = NULL;
DXGI_FORMAT format = DXGI_FORMAT_B8G8R8A8_UNORM;
UINT numModes = 0;
DXGI_MODE_DESC* displayModes = NULL;
DXGI_FORMAT format = DXGI_FORMAT_B8G8R8A8_UNORM;
// Get the number of elements
hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
// Get the number of elements
hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
displayModes = new DXGI_MODE_DESC[numModes];
displayModes = new DXGI_MODE_DESC[numModes];
// Get the list
hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
// Get the list
hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateAdapters -> GetDisplayModeList call failure");
for(U32 numMode = 0; numMode < numModes; ++numMode)
{
GFXVideoMode vmAdd;
for(U32 numMode = 0; numMode < numModes; ++numMode)
{
GFXVideoMode vmAdd;
vmAdd.fullScreen = true;
vmAdd.bitDepth = 32;
vmAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
vmAdd.resolution.x = displayModes[numMode].Width;
vmAdd.resolution.y = displayModes[numMode].Height;
toAdd->mAvailableModes.push_back(vmAdd);
}
vmAdd.fullScreen = true;
vmAdd.bitDepth = 32;
vmAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
vmAdd.resolution.x = displayModes[numMode].Width;
vmAdd.resolution.y = displayModes[numMode].Height;
toAdd->mAvailableModes.push_back(vmAdd);
}
delete[] displayModes;
delete[] displayModes;
SAFE_RELEASE(pOutput);
SAFE_RELEASE(EnumAdapter);
adapterList.push_back(toAdd);
adapterList.push_back(toAdd);
}
SAFE_RELEASE(DXGIFactory);
@ -210,50 +210,50 @@ void GFXD3D11Device::enumerateVideoModes()
for(U32 adapterIndex = 0; DXGIFactory->EnumAdapters1(adapterIndex, &EnumAdapter) != DXGI_ERROR_NOT_FOUND; ++adapterIndex)
{
IDXGIOutput* pOutput = NULL;
IDXGIOutput* pOutput = NULL;
hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
hr = EnumAdapter->EnumOutputs(adapterIndex, &pOutput);
if(hr == DXGI_ERROR_NOT_FOUND)
{
if(hr == DXGI_ERROR_NOT_FOUND)
{
SAFE_RELEASE(EnumAdapter);
break;
}
break;
}
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> EnumOutputs call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> EnumOutputs call failure");
UINT numModes = 0;
DXGI_MODE_DESC* displayModes = NULL;
DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8];
UINT numModes = 0;
DXGI_MODE_DESC* displayModes = NULL;
DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8];
// Get the number of elements
hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
// Get the number of elements
hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
displayModes = new DXGI_MODE_DESC[numModes];
displayModes = new DXGI_MODE_DESC[numModes];
// Get the list
hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
// Get the list
hr = pOutput->GetDisplayModeList(format, 0, &numModes, displayModes);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::enumerateVideoModes -> GetDisplayModeList call failure");
for(U32 numMode = 0; numMode < numModes; ++numMode)
{
GFXVideoMode toAdd;
for(U32 numMode = 0; numMode < numModes; ++numMode)
{
GFXVideoMode toAdd;
toAdd.fullScreen = false;
toAdd.bitDepth = 32;
toAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
toAdd.resolution.x = displayModes[numMode].Width;
toAdd.resolution.y = displayModes[numMode].Height;
mVideoModes.push_back(toAdd);
}
toAdd.fullScreen = false;
toAdd.bitDepth = 32;
toAdd.refreshRate = displayModes[numMode].RefreshRate.Numerator / displayModes[numMode].RefreshRate.Denominator;
toAdd.resolution.x = displayModes[numMode].Width;
toAdd.resolution.y = displayModes[numMode].Height;
mVideoModes.push_back(toAdd);
}
delete[] displayModes;
delete[] displayModes;
SAFE_RELEASE(pOutput);
SAFE_RELEASE(EnumAdapter);
}
@ -263,7 +263,7 @@ void GFXD3D11Device::enumerateVideoModes()
IDXGISwapChain* GFXD3D11Device::getSwapChain()
{
return mSwapChain;
return mSwapChain;
}
void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
@ -285,19 +285,19 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
// create a device, device context and swap chain using the information in the d3dpp struct
HRESULT hres = D3D11CreateDeviceAndSwapChain(NULL,
driverType,
NULL,
createDeviceFlags,
NULL,
0,
D3D11_SDK_VERSION,
&d3dpp,
&mSwapChain,
&mD3DDevice,
&deviceFeature,
&mD3DDeviceContext);
NULL,
createDeviceFlags,
NULL,
0,
D3D11_SDK_VERSION,
&d3dpp,
&mSwapChain,
&mD3DDevice,
&deviceFeature,
&mD3DDeviceContext);
if(FAILED(hres))
{
if(FAILED(hres))
{
#ifdef TORQUE_DEBUG
//try again without debug device layer enabled
createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG;
@ -315,9 +315,9 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
Con::warnf("GFXD3D11Device::init - Debug layers not detected!");
mDebugLayers = false;
#else
AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
#endif
}
}
//set the fullscreen state here if we need to
if(mode.fullScreen)
@ -329,79 +329,79 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
}
}
mTextureManager = new GFXD3D11TextureManager();
mTextureManager = new GFXD3D11TextureManager();
// Now reacquire all the resources we trashed earlier
reacquireDefaultPoolResources();
// Now reacquire all the resources we trashed earlier
reacquireDefaultPoolResources();
//TODO implement feature levels?
if (deviceFeature >= D3D_FEATURE_LEVEL_11_0)
mPixVersion = 5.0f;
else
AssertFatal(false, "GFXD3D11Device::init - We don't support anything below feature level 11.");
if (deviceFeature >= D3D_FEATURE_LEVEL_11_0)
mPixVersion = 5.0f;
else
AssertFatal(false, "GFXD3D11Device::init - We don't support anything below feature level 11.");
D3D11_QUERY_DESC queryDesc;
D3D11_QUERY_DESC queryDesc;
queryDesc.Query = D3D11_QUERY_OCCLUSION;
queryDesc.MiscFlags = 0;
ID3D11Query *testQuery = NULL;
ID3D11Query *testQuery = NULL;
// detect occlusion query support
if (SUCCEEDED(mD3DDevice->CreateQuery(&queryDesc, &testQuery))) mOcclusionQuerySupported = true;
// detect occlusion query support
if (SUCCEEDED(mD3DDevice->CreateQuery(&queryDesc, &testQuery))) mOcclusionQuerySupported = true;
SAFE_RELEASE(testQuery);
Con::printf("Hardware occlusion query detected: %s", mOcclusionQuerySupported ? "Yes" : "No");
Con::printf("Hardware occlusion query detected: %s", mOcclusionQuerySupported ? "Yes" : "No");
mCardProfiler = new GFXD3D11CardProfiler();
mCardProfiler->init();
mCardProfiler = new GFXD3D11CardProfiler();
mCardProfiler->init();
D3D11_TEXTURE2D_DESC desc;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = mode.resolution.x;
desc.Height = mode.resolution.y;
desc.SampleDesc.Count =1;
desc.SampleDesc.Quality =0;
desc.MiscFlags = 0;
D3D11_TEXTURE2D_DESC desc;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = mode.resolution.x;
desc.Height = mode.resolution.y;
desc.SampleDesc.Count =1;
desc.SampleDesc.Quality =0;
desc.MiscFlags = 0;
HRESULT hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::init - couldn't create device's depth-stencil surface.");
}
HRESULT hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::init - couldn't create device's depth-stencil surface.");
}
D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
depthDesc.Flags =0 ;
depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthDesc.Texture2D.MipSlice = 0;
D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
depthDesc.Flags =0 ;
depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthDesc.Texture2D.MipSlice = 0;
hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::init - couldn't create depth stencil view");
}
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::init - couldn't create depth stencil view");
}
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::init - coudln't retrieve backbuffer ref");
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::init - coudln't retrieve backbuffer ref");
//create back buffer view
D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
//create back buffer view
D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
RTDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
RTDesc.Texture2D.MipSlice = 0;
RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
RTDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
RTDesc.Texture2D.MipSlice = 0;
RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::init - couldn't create back buffer target view");
if(FAILED(hr))
AssertFatal(false, "GFXD3D11Device::init - couldn't create back buffer target view");
#ifdef TORQUE_DEBUG
String backBufferName = "MainBackBuffer";
@ -419,8 +419,8 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
gScreenShot = new ScreenShotD3D11;
mInitialized = true;
deviceInited();
mInitialized = true;
deviceInited();
}
// Supress any debug layer messages we don't want to see
@ -489,28 +489,28 @@ GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget()
void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
{
if (!mD3DDevice)
return;
if (!mD3DDevice)
return;
mInitialized = false;
mInitialized = false;
// Clean up some commonly dangling state. This helps prevents issues with
// items that are destroyed by the texture manager callbacks and recreated
// later, but still left bound.
setVertexBuffer(NULL);
setPrimitiveBuffer(NULL);
for (S32 i = 0; i<getNumSamplers(); i++)
setTexture(i, NULL);
// Clean up some commonly dangling state. This helps prevents issues with
// items that are destroyed by the texture manager callbacks and recreated
// later, but still left bound.
setVertexBuffer(NULL);
setPrimitiveBuffer(NULL);
for (S32 i = 0; i<getNumSamplers(); i++)
setTexture(i, NULL);
mD3DDeviceContext->ClearState();
mD3DDeviceContext->ClearState();
DXGI_MODE_DESC displayModes;
displayModes.Format = d3dpp.BufferDesc.Format;
displayModes.Height = d3dpp.BufferDesc.Height;
displayModes.Width = d3dpp.BufferDesc.Width;
displayModes.RefreshRate = d3dpp.BufferDesc.RefreshRate;
displayModes.Scaling = d3dpp.BufferDesc.Scaling;
displayModes.ScanlineOrdering = d3dpp.BufferDesc.ScanlineOrdering;
DXGI_MODE_DESC displayModes;
displayModes.Format = d3dpp.BufferDesc.Format;
displayModes.Height = d3dpp.BufferDesc.Height;
displayModes.Width = d3dpp.BufferDesc.Width;
displayModes.RefreshRate = d3dpp.BufferDesc.RefreshRate;
displayModes.Scaling = d3dpp.BufferDesc.Scaling;
displayModes.ScanlineOrdering = d3dpp.BufferDesc.ScanlineOrdering;
HRESULT hr;
if (!d3dpp.Windowed)
@ -523,79 +523,79 @@ void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
}
}
// First release all the stuff we allocated from D3DPOOL_DEFAULT
releaseDefaultPoolResources();
// First release all the stuff we allocated from D3DPOOL_DEFAULT
releaseDefaultPoolResources();
//release the backbuffer, depthstencil, and their views
SAFE_RELEASE(mDeviceBackBufferView);
SAFE_RELEASE(mDeviceBackbuffer);
SAFE_RELEASE(mDeviceDepthStencilView);
SAFE_RELEASE(mDeviceDepthStencil);
//release the backbuffer, depthstencil, and their views
SAFE_RELEASE(mDeviceBackBufferView);
SAFE_RELEASE(mDeviceBackbuffer);
SAFE_RELEASE(mDeviceDepthStencilView);
SAFE_RELEASE(mDeviceDepthStencil);
hr = mSwapChain->ResizeBuffers(d3dpp.BufferCount, d3dpp.BufferDesc.Width, d3dpp.BufferDesc.Height, d3dpp.BufferDesc.Format, d3dpp.Windowed ? 0 : DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
if (FAILED(hr))
{
AssertFatal(false, "D3D11Device::reset - failed to resize back buffer!");
}
if (FAILED(hr))
{
AssertFatal(false, "D3D11Device::reset - failed to resize back buffer!");
}
//recreate backbuffer view. depth stencil view and texture
D3D11_TEXTURE2D_DESC desc;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = d3dpp.BufferDesc.Width;
desc.Height = d3dpp.BufferDesc.Height;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.MiscFlags = 0;
//recreate backbuffer view. depth stencil view and texture
D3D11_TEXTURE2D_DESC desc;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
desc.CPUAccessFlags = 0;
desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.Width = d3dpp.BufferDesc.Width;
desc.Height = d3dpp.BufferDesc.Height;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.MiscFlags = 0;
hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::reset - couldn't create device's depth-stencil surface.");
}
hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::reset - couldn't create device's depth-stencil surface.");
}
D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
depthDesc.Flags = 0;
depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthDesc.Texture2D.MipSlice = 0;
D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
depthDesc.Flags = 0;
depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthDesc.Texture2D.MipSlice = 0;
hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::reset - couldn't create depth stencil view");
}
if (FAILED(hr))
{
AssertFatal(false, "GFXD3D11Device::reset - couldn't create depth stencil view");
}
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11Device::reset - coudln't retrieve backbuffer ref");
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11Device::reset - coudln't retrieve backbuffer ref");
//create back buffer view
D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
//create back buffer view
D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
RTDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
RTDesc.Texture2D.MipSlice = 0;
RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
RTDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
RTDesc.Texture2D.MipSlice = 0;
RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
if (FAILED(hr))
AssertFatal(false, "GFXD3D11Device::reset - couldn't create back buffer target view");
if (FAILED(hr))
AssertFatal(false, "GFXD3D11Device::reset - couldn't create back buffer target view");
mD3DDeviceContext->OMSetRenderTargets(1, &mDeviceBackBufferView, mDeviceDepthStencilView);
hr = mSwapChain->SetFullscreenState(!d3dpp.Windowed, NULL);
hr = mSwapChain->SetFullscreenState(!d3dpp.Windowed, NULL);
if (FAILED(hr))
{
if (FAILED(hr))
{
AssertFatal(false, "D3D11Device::reset - failed to change screen states!");
}
}
//Microsoft recommend this, see DXGI documentation
if (!d3dpp.Windowed)
@ -610,13 +610,13 @@ void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
}
}
mInitialized = true;
mInitialized = true;
// Now re aquire all the resources we trashed earlier
reacquireDefaultPoolResources();
// Now re aquire all the resources we trashed earlier
reacquireDefaultPoolResources();
// Mark everything dirty and flush to card, for sanity.
updateStates(true);
// Mark everything dirty and flush to card, for sanity.
updateStates(true);
}
class GFXPCD3D11RegisterDevice
@ -899,20 +899,20 @@ void GFXD3D11Device::_updateRenderTargets()
mRTDirty = false;
}
if (mViewportDirty)
{
D3D11_VIEWPORT viewport;
if (mViewportDirty)
{
D3D11_VIEWPORT viewport;
viewport.TopLeftX = mViewport.point.x;
viewport.TopLeftY = mViewport.point.y;
viewport.Width = mViewport.extent.x;
viewport.Height = mViewport.extent.y;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = mViewport.point.x;
viewport.TopLeftY = mViewport.point.y;
viewport.Width = mViewport.extent.x;
viewport.Height = mViewport.extent.y;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
mD3DDeviceContext->RSSetViewports(1, &viewport);
mD3DDeviceContext->RSSetViewports(1, &viewport);
mViewportDirty = false;
mViewportDirty = false;
}
}
@ -970,35 +970,35 @@ void GFXD3D11Device::releaseDefaultPoolResources()
void GFXD3D11Device::reacquireDefaultPoolResources()
{
// Now do the dynamic index buffers
if( mDynamicPB == NULL )
mDynamicPB = new GFXD3D11PrimitiveBuffer(this, 0, 0, GFXBufferTypeDynamic);
// Now do the dynamic index buffers
if( mDynamicPB == NULL )
mDynamicPB = new GFXD3D11PrimitiveBuffer(this, 0, 0, GFXBufferTypeDynamic);
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(U16) * MAX_DYNAMIC_INDICES;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(U16) * MAX_DYNAMIC_INDICES;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &mDynamicPB->ib);
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &mDynamicPB->ib);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate dynamic IB");
}
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate dynamic IB");
}
// Walk the resource list and zombify everything.
GFXResource *walk = mResourceListHead;
while(walk)
{
walk->resurrect();
walk = walk->getNextResource();
}
// Walk the resource list and zombify everything.
GFXResource *walk = mResourceListHead;
while(walk)
{
walk->resurrect();
walk = walk->getNextResource();
}
if(mTextureManager)
mTextureManager->resurrect();
if(mTextureManager)
mTextureManager->resurrect();
}
GFXD3D11VertexBuffer* GFXD3D11Device::findVBPool( const GFXVertexFormat *vertexFormat, U32 vertsNeeded )
@ -1014,40 +1014,40 @@ GFXD3D11VertexBuffer* GFXD3D11Device::findVBPool( const GFXVertexFormat *vertexF
GFXD3D11VertexBuffer * GFXD3D11Device::createVBPool( const GFXVertexFormat *vertexFormat, U32 vertSize )
{
PROFILE_SCOPE( GFXD3D11Device_createVBPool );
PROFILE_SCOPE( GFXD3D11Device_createVBPool );
// this is a bit funky, but it will avoid problems with (lack of) copy constructors
// with a push_back() situation
mVolatileVBList.increment();
StrongRefPtr<GFXD3D11VertexBuffer> newBuff;
mVolatileVBList.last() = new GFXD3D11VertexBuffer();
newBuff = mVolatileVBList.last();
// this is a bit funky, but it will avoid problems with (lack of) copy constructors
// with a push_back() situation
mVolatileVBList.increment();
StrongRefPtr<GFXD3D11VertexBuffer> newBuff;
mVolatileVBList.last() = new GFXD3D11VertexBuffer();
newBuff = mVolatileVBList.last();
newBuff->mNumVerts = 0;
newBuff->mBufferType = GFXBufferTypeVolatile;
newBuff->mVertexFormat.copy( *vertexFormat );
newBuff->mVertexSize = vertSize;
newBuff->mDevice = this;
newBuff->mNumVerts = 0;
newBuff->mBufferType = GFXBufferTypeVolatile;
newBuff->mVertexFormat.copy( *vertexFormat );
newBuff->mVertexSize = vertSize;
newBuff->mDevice = this;
// Requesting it will allocate it.
vertexFormat->getDecl();
// Requesting it will allocate it.
vertexFormat->getDecl();
D3D11_BUFFER_DESC desc;
desc.ByteWidth = vertSize * MAX_DYNAMIC_VERTS;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
D3D11_BUFFER_DESC desc;
desc.ByteWidth = vertSize * MAX_DYNAMIC_VERTS;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &newBuff->vb);
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &newBuff->vb);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate dynamic VB");
}
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate dynamic VB");
}
return newBuff;
return newBuff;
}
//-----------------------------------------------------------------------------
@ -1103,30 +1103,30 @@ void GFXD3D11Device::setClipRect( const RectI &inRect )
void GFXD3D11Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
{
GFXD3D11VertexBuffer *d3dBuffer = static_cast<GFXD3D11VertexBuffer*>( buffer );
GFXD3D11VertexBuffer *d3dBuffer = static_cast<GFXD3D11VertexBuffer*>( buffer );
if ( stream == 0 )
{
// Set the volatile buffer which is used to
// offset the start index when doing draw calls.
if ( d3dBuffer && d3dBuffer->mVolatileStart > 0 )
mVolatileVB = d3dBuffer;
else
mVolatileVB = NULL;
}
if ( stream == 0 )
{
// Set the volatile buffer which is used to
// offset the start index when doing draw calls.
if ( d3dBuffer && d3dBuffer->mVolatileStart > 0 )
mVolatileVB = d3dBuffer;
else
mVolatileVB = NULL;
}
// NOTE: We do not use the stream offset here for stream 0
// as that feature is *supposedly* not as well supported as
// using the start index in drawPrimitive.
//
// If we can verify that this is not the case then we should
// start using this method exclusively for all streams.
// NOTE: We do not use the stream offset here for stream 0
// as that feature is *supposedly* not as well supported as
// using the start index in drawPrimitive.
//
// If we can verify that this is not the case then we should
// start using this method exclusively for all streams.
U32 strides[1] = { d3dBuffer ? d3dBuffer->mVertexSize : 0 };
U32 offset = d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0;
ID3D11Buffer* buff = d3dBuffer ? d3dBuffer->vb : NULL;
U32 strides[1] = { d3dBuffer ? d3dBuffer->mVertexSize : 0 };
U32 offset = d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0;
ID3D11Buffer* buff = d3dBuffer ? d3dBuffer->vb : NULL;
getDeviceContext()->IASetVertexBuffers(stream, 1, &buff, strides, &offset);
getDeviceContext()->IASetVertexBuffers(stream, 1, &buff, strides, &offset);
}
void GFXD3D11Device::setVertexStreamFrequency( U32 stream, U32 frequency )
@ -1179,7 +1179,7 @@ void GFXD3D11Device::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart,
setShaderConstBufferInternal(mCurrentShaderConstBuffer);
if ( mVolatileVB )
vertexStart += mVolatileVB->mVolatileStart;
vertexStart += mVolatileVB->mVolatileStart;
mD3DDeviceContext->IASetPrimitiveTopology(GFXD3D11PrimType[primType]);
@ -1243,23 +1243,23 @@ void GFXD3D11Device::setShader(GFXShader *shader, bool force)
{
if(shader)
{
GFXD3D11Shader *d3dShader = static_cast<GFXD3D11Shader*>(shader);
GFXD3D11Shader *d3dShader = static_cast<GFXD3D11Shader*>(shader);
if (d3dShader->mPixShader != mLastPixShader || force)
{
mD3DDeviceContext->PSSetShader( d3dShader->mPixShader, NULL, 0);
mLastPixShader = d3dShader->mPixShader;
}
{
mD3DDeviceContext->PSSetShader( d3dShader->mPixShader, NULL, 0);
mLastPixShader = d3dShader->mPixShader;
}
if (d3dShader->mVertShader != mLastVertShader || force)
{
mD3DDeviceContext->VSSetShader( d3dShader->mVertShader, NULL, 0);
mLastVertShader = d3dShader->mVertShader;
}
{
mD3DDeviceContext->VSSetShader( d3dShader->mVertShader, NULL, 0);
mLastVertShader = d3dShader->mVertShader;
}
}
else
{
setupGenericShaders();
setupGenericShaders();
}
}
@ -1286,7 +1286,7 @@ GFXPrimitiveBuffer * GFXD3D11Device::allocPrimitiveBuffer(U32 numIndices, U32 nu
case GFXBufferTypeDynamic:
case GFXBufferTypeVolatile:
usage = D3D11_USAGE_DYNAMIC;
usage = D3D11_USAGE_DYNAMIC;
break;
}
@ -1304,24 +1304,24 @@ GFXPrimitiveBuffer * GFXD3D11Device::allocPrimitiveBuffer(U32 numIndices, U32 nu
}
else
{
// Otherwise, get it as a seperate buffer...
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(U16) * numIndices;
desc.Usage = usage;
if(bufferType == GFXBufferTypeDynamic)
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a primitive buffer.
else
desc.CPUAccessFlags = 0;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
// Otherwise, get it as a seperate buffer...
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(U16) * numIndices;
desc.Usage = usage;
if(bufferType == GFXBufferTypeDynamic)
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a primitive buffer.
else
desc.CPUAccessFlags = 0;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->ib);
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->ib);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate an index buffer.");
}
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate an index buffer.");
}
}
if (data)
@ -1365,7 +1365,7 @@ GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVerte
case GFXBufferTypeDynamic:
case GFXBufferTypeVolatile:
usage = D3D11_USAGE_DYNAMIC;
usage = D3D11_USAGE_DYNAMIC;
break;
}
@ -1380,27 +1380,27 @@ GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVerte
}
else
{
// Requesting it will allocate it.
vertexFormat->getDecl(); //-ALEX disabled to postpone until after shader is actually set...
// Requesting it will allocate it.
vertexFormat->getDecl(); //-ALEX disabled to postpone until after shader is actually set...
// Get a new buffer...
D3D11_BUFFER_DESC desc;
desc.ByteWidth = vertSize * numVerts;
desc.Usage = usage;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
if(bufferType == GFXBufferTypeDynamic)
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a vertex buffer.
else
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
// Get a new buffer...
D3D11_BUFFER_DESC desc;
desc.ByteWidth = vertSize * numVerts;
desc.Usage = usage;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
if(bufferType == GFXBufferTypeDynamic)
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // We never allow reading from a vertex buffer.
else
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->vb);
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &res->vb);
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate VB");
}
if(FAILED(hr))
{
AssertFatal(false, "Failed to allocate VB");
}
}
res->mNumVerts = numVerts;
@ -1597,7 +1597,6 @@ GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFor
S32 elemIndex = 0;
for (S32 i = 0; i < elemCount; i++, elemIndex++)
{
const GFXVertexElement &element = vertexFormat->getElement(elemIndex);
@ -1690,9 +1689,9 @@ void GFXD3D11Device::setTextureInternal( U32 textureUnit, const GFXTextureObject
{
if( texture == NULL )
{
ID3D11ShaderResourceView *pView = NULL;
mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, &pView);
return;
ID3D11ShaderResourceView *pView = NULL;
mD3DDeviceContext->PSSetShaderResources(textureUnit, 1, &pView);
return;
}
GFXD3D11TextureObject *tex = (GFXD3D11TextureObject*)(texture);
@ -1704,23 +1703,23 @@ GFXFence *GFXD3D11Device::createFence()
// Figure out what fence type we should be making if we don't know
if( mCreateFenceType == -1 )
{
D3D11_QUERY_DESC desc;
desc.MiscFlags = 0;
desc.Query = D3D11_QUERY_EVENT;
D3D11_QUERY_DESC desc;
desc.MiscFlags = 0;
desc.Query = D3D11_QUERY_EVENT;
ID3D11Query *testQuery = NULL;
ID3D11Query *testQuery = NULL;
HRESULT hRes = mD3DDevice->CreateQuery(&desc, &testQuery);
HRESULT hRes = mD3DDevice->CreateQuery(&desc, &testQuery);
if(FAILED(hRes))
{
mCreateFenceType = true;
}
if(FAILED(hRes))
{
mCreateFenceType = true;
}
else
{
mCreateFenceType = false;
}
else
{
mCreateFenceType = false;
}
SAFE_RELEASE(testQuery);
}

View file

@ -97,9 +97,9 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
if( tex == GFXTextureTarget::sDefaultDepthStencil )
{
mTargets[slot] = D3D11->mDeviceDepthStencil;
mTargetViews[slot] = D3D11->mDeviceDepthStencilView;
mTargets[slot]->AddRef();
mTargetViews[slot]->AddRef();
mTargetViews[slot] = D3D11->mDeviceDepthStencilView;
mTargets[slot]->AddRef();
mTargetViews[slot]->AddRef();
}
else
{
@ -110,14 +110,14 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
// Grab the surface level.
if( slot == DepthStencil )
{
{
mTargets[slot] = d3dto->getSurface();
if ( mTargets[slot] )
mTargets[slot]->AddRef();
mTargetViews[slot] = d3dto->getDSView();
if( mTargetViews[slot])
mTargetViews[slot]->AddRef();
mTargetViews[slot] = d3dto->getDSView();
if( mTargetViews[slot])
mTargetViews[slot]->AddRef();
}
else
@ -126,12 +126,12 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
// if the surface that it needs to render to is different than the mip level
// in the actual texture. This will happen with MSAA.
if( d3dto->getSurface() == NULL )
{
{
mTargets[slot] = d3dto->get2DTex();
mTargets[slot]->AddRef();
mTargetViews[slot] = d3dto->getRTView();
mTargetViews[slot]->AddRef();
mTargets[slot] = d3dto->get2DTex();
mTargets[slot]->AddRef();
mTargetViews[slot] = d3dto->getRTView();
mTargetViews[slot]->AddRef();
}
else
{
@ -164,11 +164,11 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
S32 format = sd.Format;
if (format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
mTargetFormat = GFXFormatR8G8B8A8;
return;
}
if (format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
mTargetFormat = GFXFormatR8G8B8A8;
return;
}
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
mTargetFormat = (GFXFormat)format;
@ -283,7 +283,7 @@ void GFXD3D11TextureTarget::resolve()
if (mResolveTargets[i])
{
D3D11_TEXTURE2D_DESC desc;
mTargets[i]->GetDesc(&desc);
mTargets[i]->GetDesc(&desc);
D3D11DEVICECONTEXT->CopySubresourceRegion(mResolveTargets[i]->get2DTex(), 0, 0, 0, 0, mTargets[i], 0, NULL);
}
}
@ -407,10 +407,10 @@ void GFXD3D11WindowTarget::activate()
void GFXD3D11WindowTarget::resolveTo(GFXTextureObject *tex)
{
GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_resolveTo, ColorI::RED);
GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_resolveTo, ColorI::RED);
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
surf->GetDesc(&desc);
D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
surf->GetDesc(&desc);
D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
}

View file

@ -37,8 +37,8 @@
struct GFXAdapterLUID
{
unsigned long LowPart;
long HighPart;
unsigned long LowPart;
long HighPart;
};
struct GFXAdapter

View file

@ -160,8 +160,8 @@ GFXDevice::GFXDevice()
// misc
mAllowRender = true;
mCurrentRenderStyle = RS_Standard;
mCurrentStereoTarget = -1;
mStereoHeadTransform = MatrixF(1);
mCurrentStereoTarget = -1;
mStereoHeadTransform = MatrixF(1);
mCanCurrentlyRender = false;
mInitialized = false;

View file

@ -219,11 +219,11 @@ public:
/// The device has started rendering a frame's field (such as for side-by-side rendering)
deStartOfField,
/// left stereo frame has been rendered
deLeftStereoFrameRendered,
/// left stereo frame has been rendered
deLeftStereoFrameRendered,
/// right stereo frame has been rendered
deRightStereoFrameRendered,
/// right stereo frame has been rendered
deRightStereoFrameRendered,
/// The device is about to finish rendering a frame's field
deEndOfField,
@ -254,7 +254,7 @@ public:
{
RS_Standard = 0,
RS_StereoSideBySide = (1<<0), // Render into current Render Target side-by-side
RS_StereoSeparate = (1<<1) // Render in two separate passes (then combined by vr compositor)
RS_StereoSeparate = (1<<1) // Render in two separate passes (then combined by vr compositor)
};
enum GFXDeviceLimits
@ -409,7 +409,7 @@ public:
setViewport(mStereoViewports[eyeId]);
}
mCurrentStereoTarget = eyeId;
mCurrentStereoTarget = eyeId;
}
GFXCardProfiler* getCardProfiler() const { return mCardProfiler; }
@ -481,7 +481,7 @@ public:
/// Returns the first format from the list which meets all
/// the criteria of the texture profile and query options.
virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) = 0;
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) = 0;
/// @}

View file

@ -61,7 +61,7 @@ void GFXDrawUtil::_setupStateBlocks()
bitmapStretchSR.setZReadWrite(false);
bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
bitmapStretchSR.samplersDefined = true;
bitmapStretchSR.setColorWrites(true, true, true, false);
bitmapStretchSR.setColorWrites(true, true, true, false); // NOTE: comment this out if alpha write is needed
// Linear: Create wrap SB
bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getWrapLinear();

View file

@ -51,7 +51,7 @@ FontRenderBatcher::FontRenderBatcher() : mStorage(8096)
// so it may have to change. -bramage
f.samplers[0].textureColorOp = GFXTOPAdd;
f.setColorWrites(true, true, true, false);
f.setColorWrites(true, true, true, false); // NOTE: comment this out if alpha write is needed
mFontSB = GFX->createStateBlock(f);
}
}

View file

@ -200,18 +200,18 @@ GFXAdapter* GFXInit::getAdapterOfType( GFXAdapterType type, const char* outputDe
GFXAdapter* GFXInit::getAdapterOfType(GFXAdapterType type, S32 outputDeviceIndex)
{
for (U32 i = 0; i < smAdapters.size(); i++)
{
if (smAdapters[i]->mType == type)
{
if (smAdapters[i]->mIndex == outputDeviceIndex)
{
return smAdapters[i];
}
}
}
for (U32 i = 0; i < smAdapters.size(); i++)
{
if (smAdapters[i]->mType == type)
{
if (smAdapters[i]->mIndex == outputDeviceIndex)
{
return smAdapters[i];
}
}
}
return NULL;
return NULL;
}
GFXAdapter* GFXInit::chooseAdapter( GFXAdapterType type, const char* outputDevice)
@ -237,23 +237,23 @@ GFXAdapter* GFXInit::chooseAdapter( GFXAdapterType type, const char* outputDevic
GFXAdapter* GFXInit::chooseAdapter(GFXAdapterType type, S32 outputDeviceIndex)
{
GFXAdapter* adapter = GFXInit::getAdapterOfType(type, outputDeviceIndex);
GFXAdapter* adapter = GFXInit::getAdapterOfType(type, outputDeviceIndex);
if (!adapter && type != OpenGL)
{
Con::errorf("The requested renderer, %s, doesn't seem to be available."
" Trying the default, OpenGL.", getAdapterNameFromType(type));
adapter = GFXInit::getAdapterOfType(OpenGL, outputDeviceIndex);
}
if (!adapter && type != OpenGL)
{
Con::errorf("The requested renderer, %s, doesn't seem to be available."
" Trying the default, OpenGL.", getAdapterNameFromType(type));
adapter = GFXInit::getAdapterOfType(OpenGL, outputDeviceIndex);
}
if (!adapter)
{
Con::errorf("The OpenGL renderer doesn't seem to be available. Trying the GFXNulDevice.");
adapter = GFXInit::getAdapterOfType(NullDevice, 0);
}
if (!adapter)
{
Con::errorf("The OpenGL renderer doesn't seem to be available. Trying the GFXNulDevice.");
adapter = GFXInit::getAdapterOfType(NullDevice, 0);
}
AssertFatal(adapter, "There is no rendering device available whatsoever.");
return adapter;
AssertFatal(adapter, "There is no rendering device available whatsoever.");
return adapter;
}
const char* GFXInit::getAdapterNameFromType(GFXAdapterType type)
@ -304,11 +304,11 @@ GFXAdapter *GFXInit::getBestAdapterChoice()
}
else
{
S32 adapterIdx = dAtoi(adapterDevice.c_str());
if (adapterIdx == -1)
adapter = chooseAdapter(adapterType, outputDevice.c_str());
else
adapter = chooseAdapter(adapterType, adapterIdx);
S32 adapterIdx = dAtoi(adapterDevice.c_str());
if (adapterIdx == -1)
adapter = chooseAdapter(adapterType, outputDevice.c_str());
else
adapter = chooseAdapter(adapterType, adapterIdx);
}
// Did they have one? Return it.

View file

@ -74,16 +74,16 @@ public:
/// This method never returns NULL.
static GFXAdapter *chooseAdapter( GFXAdapterType type, const char* outputDevice);
/// Override which chooses an adapter based on an index instead
static GFXAdapter *chooseAdapter( GFXAdapterType type, S32 outputDeviceIndex );
/// Override which chooses an adapter based on an index instead
static GFXAdapter *chooseAdapter( GFXAdapterType type, S32 outputDeviceIndex );
/// Gets the first adapter of the requested type (and on the requested output device)
/// from the list of enumerated adapters. Should only call this after a call to
/// enumerateAdapters.
static GFXAdapter *getAdapterOfType( GFXAdapterType type, const char* outputDevice );
/// Override which gets an adapter based on an index instead
static GFXAdapter *getAdapterOfType( GFXAdapterType type, S32 outputDeviceIndex );
/// Override which gets an adapter based on an index instead
static GFXAdapter *getAdapterOfType( GFXAdapterType type, S32 outputDeviceIndex );
/// Converts a GFXAdapterType to a string name. Useful for writing out prefs
static const char *getAdapterNameFromType( GFXAdapterType type );

View file

@ -102,8 +102,8 @@ public:
/// This is mainly a depth buffer optimization.
NoDiscard = BIT(10),
/// Texture is managed by another process, thus should not be modified
NoModify = BIT(11)
/// Texture is managed by another process, thus should not be modified
NoModify = BIT(11)
};
@ -167,7 +167,7 @@ public:
inline bool noMip() const { return testFlag(NoMipmap); }
inline bool isPooled() const { return testFlag(Pooled); }
inline bool canDiscard() const { return !testFlag(NoDiscard); }
inline bool canModify() const { return !testFlag(NoModify); }
inline bool canModify() const { return !testFlag(NoModify); }
private:
/// These constants control the packing for the profile; if you add flags, types, or

View file

@ -141,73 +141,73 @@ void DebugDrawer::setupStateBlocks()
void DebugDrawer::drawBoxOutline(const Point3F &a, const Point3F &b, const ColorF &color)
{
Point3F point0(a.x, a.y, a.z);
Point3F point1(a.x, b.y, a.z);
Point3F point2(b.x, b.y, a.z);
Point3F point3(b.x, a.y, a.z);
Point3F point0(a.x, a.y, a.z);
Point3F point1(a.x, b.y, a.z);
Point3F point2(b.x, b.y, a.z);
Point3F point3(b.x, a.y, a.z);
Point3F point4(a.x, a.y, b.z);
Point3F point5(a.x, b.y, b.z);
Point3F point6(b.x, b.y, b.z);
Point3F point7(b.x, a.y, b.z);
Point3F point4(a.x, a.y, b.z);
Point3F point5(a.x, b.y, b.z);
Point3F point6(b.x, b.y, b.z);
Point3F point7(b.x, a.y, b.z);
// Draw one plane
drawLine(point0, point1, color);
drawLine(point1, point2, color);
drawLine(point2, point3, color);
drawLine(point3, point0, color);
// Draw one plane
drawLine(point0, point1, color);
drawLine(point1, point2, color);
drawLine(point2, point3, color);
drawLine(point3, point0, color);
// Draw the other plane
drawLine(point4, point5, color);
drawLine(point5, point6, color);
drawLine(point6, point7, color);
drawLine(point7, point4, color);
// Draw the other plane
drawLine(point4, point5, color);
drawLine(point5, point6, color);
drawLine(point6, point7, color);
drawLine(point7, point4, color);
// Draw the connecting corners
drawLine(point0, point4, color);
drawLine(point1, point5, color);
drawLine(point2, point6, color);
drawLine(point3, point7, color);
// Draw the connecting corners
drawLine(point0, point4, color);
drawLine(point1, point5, color);
drawLine(point2, point6, color);
drawLine(point3, point7, color);
}
void DebugDrawer::drawTransformedBoxOutline(const Point3F &a, const Point3F &b, const ColorF &color, const MatrixF& transform)
{
Point3F point0(a.x, a.y, a.z);
Point3F point1(a.x, b.y, a.z);
Point3F point2(b.x, b.y, a.z);
Point3F point3(b.x, a.y, a.z);
Point3F point0(a.x, a.y, a.z);
Point3F point1(a.x, b.y, a.z);
Point3F point2(b.x, b.y, a.z);
Point3F point3(b.x, a.y, a.z);
Point3F point4(a.x, a.y, b.z);
Point3F point5(a.x, b.y, b.z);
Point3F point6(b.x, b.y, b.z);
Point3F point7(b.x, a.y, b.z);
Point3F point4(a.x, a.y, b.z);
Point3F point5(a.x, b.y, b.z);
Point3F point6(b.x, b.y, b.z);
Point3F point7(b.x, a.y, b.z);
transform.mulP(point0);
transform.mulP(point1);
transform.mulP(point2);
transform.mulP(point3);
transform.mulP(point4);
transform.mulP(point5);
transform.mulP(point6);
transform.mulP(point7);
transform.mulP(point0);
transform.mulP(point1);
transform.mulP(point2);
transform.mulP(point3);
transform.mulP(point4);
transform.mulP(point5);
transform.mulP(point6);
transform.mulP(point7);
// Draw one plane
drawLine(point0, point1, color);
drawLine(point1, point2, color);
drawLine(point2, point3, color);
drawLine(point3, point0, color);
// Draw one plane
drawLine(point0, point1, color);
drawLine(point1, point2, color);
drawLine(point2, point3, color);
drawLine(point3, point0, color);
// Draw the other plane
drawLine(point4, point5, color);
drawLine(point5, point6, color);
drawLine(point6, point7, color);
drawLine(point7, point4, color);
// Draw the other plane
drawLine(point4, point5, color);
drawLine(point5, point6, color);
drawLine(point6, point7, color);
drawLine(point7, point4, color);
// Draw the connecting corners
drawLine(point0, point4, color);
drawLine(point1, point5, color);
drawLine(point2, point6, color);
drawLine(point3, point7, color);
// Draw the connecting corners
drawLine(point0, point4, color);
drawLine(point1, point5, color);
drawLine(point2, point6, color);
drawLine(point3, point7, color);
}
void DebugDrawer::render(bool clear)

View file

@ -126,7 +126,7 @@ public:
void drawTransformedBoxOutline(const Point3F &a, const Point3F &b, const ColorF &color, const MatrixF& transform);
void drawBox(const Point3F &a, const Point3F &b, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawLine(const Point3F &a, const Point3F &b, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawLine(const Point3F &a, const Point3F &b, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawTri(const Point3F &a, const Point3F &b, const Point3F &c, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawText(const Point3F& pos, const String& text, const ColorF &color = ColorF(1.0f,1.0f,1.0f));
void drawCapsule(const Point3F &a, const F32 &radius, const F32 &height, const ColorF &color = ColorF(1.0f, 1.0f, 1.0f));
@ -181,7 +181,7 @@ private:
DirectionLine,
OutlinedText,
Capsule,
} type; ///< Type of the primitive. The meanings of a,b,c are determined by this.
} type; ///< Type of the primitive. The meanings of a,b,c are determined by this.
SimTime dieTime; ///< Time at which we should remove this from the list.
bool useZ; ///< If true, do z-checks for this primitive.