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https://github.com/TorqueGameEngines/Torque3D.git
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Tidy up indentation in openvr changes
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parent
e6159a590a
commit
212ac36cc1
25 changed files with 2171 additions and 2172 deletions
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@ -97,9 +97,9 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
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if( tex == GFXTextureTarget::sDefaultDepthStencil )
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{
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mTargets[slot] = D3D11->mDeviceDepthStencil;
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mTargetViews[slot] = D3D11->mDeviceDepthStencilView;
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mTargets[slot]->AddRef();
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mTargetViews[slot]->AddRef();
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mTargetViews[slot] = D3D11->mDeviceDepthStencilView;
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mTargets[slot]->AddRef();
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mTargetViews[slot]->AddRef();
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}
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else
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{
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@ -110,14 +110,14 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
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// Grab the surface level.
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if( slot == DepthStencil )
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{
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{
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mTargets[slot] = d3dto->getSurface();
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if ( mTargets[slot] )
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mTargets[slot]->AddRef();
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mTargetViews[slot] = d3dto->getDSView();
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if( mTargetViews[slot])
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mTargetViews[slot]->AddRef();
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mTargetViews[slot] = d3dto->getDSView();
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if( mTargetViews[slot])
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mTargetViews[slot]->AddRef();
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}
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else
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@ -126,12 +126,12 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
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// if the surface that it needs to render to is different than the mip level
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// in the actual texture. This will happen with MSAA.
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if( d3dto->getSurface() == NULL )
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{
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{
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mTargets[slot] = d3dto->get2DTex();
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mTargets[slot]->AddRef();
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mTargetViews[slot] = d3dto->getRTView();
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mTargetViews[slot]->AddRef();
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mTargets[slot] = d3dto->get2DTex();
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mTargets[slot]->AddRef();
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mTargetViews[slot] = d3dto->getRTView();
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mTargetViews[slot]->AddRef();
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}
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else
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{
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@ -164,11 +164,11 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
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S32 format = sd.Format;
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if (format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_TYPELESS)
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{
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mTargetFormat = GFXFormatR8G8B8A8;
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return;
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}
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if (format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_TYPELESS)
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{
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mTargetFormat = GFXFormatR8G8B8A8;
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return;
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}
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GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
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mTargetFormat = (GFXFormat)format;
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@ -283,7 +283,7 @@ void GFXD3D11TextureTarget::resolve()
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if (mResolveTargets[i])
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{
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D3D11_TEXTURE2D_DESC desc;
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mTargets[i]->GetDesc(&desc);
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mTargets[i]->GetDesc(&desc);
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D3D11DEVICECONTEXT->CopySubresourceRegion(mResolveTargets[i]->get2DTex(), 0, 0, 0, 0, mTargets[i], 0, NULL);
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}
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}
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@ -407,10 +407,10 @@ void GFXD3D11WindowTarget::activate()
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void GFXD3D11WindowTarget::resolveTo(GFXTextureObject *tex)
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{
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GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_resolveTo, ColorI::RED);
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GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_resolveTo, ColorI::RED);
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D3D11_TEXTURE2D_DESC desc;
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ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
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surf->GetDesc(&desc);
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D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
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D3D11_TEXTURE2D_DESC desc;
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ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
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surf->GetDesc(&desc);
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D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
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}
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