mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-29 08:15:44 +00:00
rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
This commit is contained in:
parent
efbe5e90f5
commit
2b295fb7f0
454 changed files with 4162 additions and 4156 deletions
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@ -33,14 +33,14 @@ private:
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public:
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GFXD3D11CardProfiler();
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~GFXD3D11CardProfiler();
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void init();
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void init() override;
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protected:
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const String &getRendererString() const { static String sRS("Direct3D11"); return sRS; }
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const String &getRendererString() const override { static String sRS("Direct3D11"); return sRS; }
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void setupCardCapabilities();
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bool _queryCardCap(const String &query, U32 &foundResult);
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bool _queryFormat(const GFXFormat fmt, const GFXTextureProfile *profile, bool &inOutAutogenMips);
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void setupCardCapabilities() override;
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bool _queryCardCap(const String &query, U32 &foundResult) override;
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bool _queryFormat(const GFXFormat fmt, const GFXTextureProfile *profile, bool &inOutAutogenMips) override;
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};
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#endif
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@ -34,21 +34,21 @@ const U32 MaxMipMaps = 13; //todo this needs a proper static value somewhere to
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class GFXD3D11Cubemap : public GFXCubemap
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{
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public:
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virtual void initStatic( GFXTexHandle *faces );
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virtual void initStatic( DDSFile *dds );
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virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0);
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virtual void setToTexUnit( U32 tuNum );
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virtual U32 getSize() const { return mTexSize; }
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virtual GFXFormat getFormat() const { return mFaceFormat; }
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void initStatic( GFXTexHandle *faces ) override;
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void initStatic( DDSFile *dds ) override;
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void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0) override;
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void setToTexUnit( U32 tuNum ) override;
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U32 getSize() const override { return mTexSize; }
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GFXFormat getFormat() const override { return mFaceFormat; }
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GFXD3D11Cubemap();
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virtual ~GFXD3D11Cubemap();
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// GFXResource interface
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virtual void zombify();
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virtual void resurrect();
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void zombify() override;
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void resurrect() override;
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virtual bool isInitialized() { return mTexture ? true : false; }
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bool isInitialized() override { return mTexture ? true : false; }
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// Get functions
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ID3D11ShaderResourceView* getSRView();
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@ -83,18 +83,18 @@ class GFXD3D11CubemapArray : public GFXCubemapArray
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public:
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GFXD3D11CubemapArray();
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virtual ~GFXD3D11CubemapArray();
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virtual void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
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virtual void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format);
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virtual void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot);
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virtual void copyTo(GFXCubemapArray *pDstCubemap);
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virtual void setToTexUnit(U32 tuNum);
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void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount) override;
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void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format) override;
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void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot) override;
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void copyTo(GFXCubemapArray *pDstCubemap) override;
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void setToTexUnit(U32 tuNum) override;
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ID3D11ShaderResourceView* getSRView() { return mSRView; }
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ID3D11Texture2D* get2DTex() { return mTexture; }
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// GFXResource interface
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virtual void zombify();
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virtual void resurrect();
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void zombify() override;
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void resurrect() override;
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private:
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friend class GFXD3D11TextureTarget;
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@ -63,17 +63,17 @@ private:
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friend class OculusVRHMDDevice;
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friend class D3D11OculusTexture;
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virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
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const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter);
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GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
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const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) override;
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virtual void enumerateVideoModes();
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void enumerateVideoModes() override;
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virtual GFXWindowTarget *allocWindowTarget(PlatformWindow *window);
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virtual GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true);
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GFXWindowTarget *allocWindowTarget(PlatformWindow *window) override;
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GFXTextureTarget *allocRenderToTextureTarget(bool genMips = true) override;
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virtual void enterDebugEvent(ColorI color, const char *name);
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virtual void leaveDebugEvent();
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virtual void setDebugMarker(ColorI color, const char *name);
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void enterDebugEvent(ColorI color, const char *name) override;
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void leaveDebugEvent() override;
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void setDebugMarker(ColorI color, const char *name) override;
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protected:
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@ -89,7 +89,7 @@ protected:
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ID3D11InputLayout *decl;
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};
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virtual void initStates() { };
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void initStates() override { };
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static GFXAdapter::CreateDeviceInstanceDelegate mCreateDeviceInstance;
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@ -167,33 +167,33 @@ protected:
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// {
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///
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virtual void setTextureInternal(U32 textureUnit, const GFXTextureObject* texture);
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void setTextureInternal(U32 textureUnit, const GFXTextureObject* texture) override;
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/// Called by GFXDevice to create a device specific stateblock
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virtual GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc);
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GFXStateBlockRef createStateBlockInternal(const GFXStateBlockDesc& desc) override;
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/// Called by GFXDevice to actually set a stateblock.
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virtual void setStateBlockInternal(GFXStateBlock* block, bool force);
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void setStateBlockInternal(GFXStateBlock* block, bool force) override;
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/// Track the last const buffer we've used. Used to notify new constant buffers that
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/// they should send all of their constants up
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StrongRefPtr<GFXD3D11ShaderConstBuffer> mCurrentConstBuffer;
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/// Called by base GFXDevice to actually set a const buffer
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virtual void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer);
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void setShaderConstBufferInternal(GFXShaderConstBuffer* buffer) override;
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// }
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// Index buffer management
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// {
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virtual void _setPrimitiveBuffer( GFXPrimitiveBuffer *buffer );
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virtual void drawIndexedPrimitive( GFXPrimitiveType primType,
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void drawIndexedPrimitive( GFXPrimitiveType primType,
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U32 startVertex,
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U32 minIndex,
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U32 numVerts,
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U32 startIndex,
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U32 primitiveCount );
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U32 primitiveCount ) override;
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// }
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virtual GFXShader* createShader();
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GFXShader* createShader() override;
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/// Device helper function
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virtual DXGI_SWAP_CHAIN_DESC setupPresentParams( const GFXVideoMode &mode, const HWND &hwnd );
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@ -220,41 +220,41 @@ public:
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// Activate/deactivate
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// {
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virtual void init( const GFXVideoMode &mode, PlatformWindow *window = NULL );
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void init( const GFXVideoMode &mode, PlatformWindow *window = NULL ) override;
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virtual void preDestroy() { GFXDevice::preDestroy(); if(mTextureManager) mTextureManager->kill(); }
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void preDestroy() override { GFXDevice::preDestroy(); if(mTextureManager) mTextureManager->kill(); }
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GFXAdapterType getAdapterType(){ return Direct3D11; }
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GFXAdapterType getAdapterType() override{ return Direct3D11; }
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U32 getAdaterIndex() const { return mAdapterIndex; }
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virtual GFXCubemap *createCubemap();
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virtual GFXCubemapArray *createCubemapArray();
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virtual GFXTextureArray* createTextureArray();
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GFXCubemap *createCubemap() override;
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GFXCubemapArray *createCubemapArray() override;
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GFXTextureArray* createTextureArray() override;
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virtual F32 getPixelShaderVersion() const { return mPixVersion; }
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virtual void setPixelShaderVersion( F32 version ){ mPixVersion = version;}
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F32 getPixelShaderVersion() const override { return mPixVersion; }
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void setPixelShaderVersion( F32 version ) override{ mPixVersion = version;}
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virtual void setShader(GFXShader *shader, bool force = false);
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virtual U32 getNumSamplers() const { return 16; }
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virtual U32 getNumRenderTargets() const { return 8; }
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void setShader(GFXShader *shader, bool force = false) override;
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U32 getNumSamplers() const override { return 16; }
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U32 getNumRenderTargets() const override { return 8; }
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// }
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// Copy methods
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// {
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virtual void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face);
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void copyResource(GFXTextureObject *pDst, GFXCubemap *pSrc, const U32 face) override;
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// }
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// Misc rendering control
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// {
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virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
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virtual void clearColorAttachment(const U32 attachment, const LinearColorF& color);
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void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) override;
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void clearColorAttachment(const U32 attachment, const LinearColorF& color) override;
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virtual bool beginSceneInternal();
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virtual void endSceneInternal();
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bool beginSceneInternal() override;
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void endSceneInternal() override;
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virtual void setClipRect( const RectI &rect );
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virtual const RectI& getClipRect() const { return mClipRect; }
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void setClipRect( const RectI &rect ) override;
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const RectI& getClipRect() const override { return mClipRect; }
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// }
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@ -262,37 +262,37 @@ public:
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/// @name Render Targets
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/// @{
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virtual void _updateRenderTargets();
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void _updateRenderTargets() override;
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/// @}
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// Vertex/Index buffer management
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// {
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virtual GFXVertexBuffer* allocVertexBuffer( U32 numVerts,
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GFXVertexBuffer* allocVertexBuffer( U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertSize,
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GFXBufferType bufferType,
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void* data = NULL);
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void* data = NULL) override;
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virtual GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
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GFXPrimitiveBuffer *allocPrimitiveBuffer( U32 numIndices,
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U32 numPrimitives,
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GFXBufferType bufferType,
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void* data = NULL);
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void* data = NULL) override;
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virtual GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat );
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virtual void setVertexDecl( const GFXVertexDecl *decl );
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GFXVertexDecl* allocVertexDecl( const GFXVertexFormat *vertexFormat ) override;
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void setVertexDecl( const GFXVertexDecl *decl ) override;
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virtual void setVertexStream( U32 stream, GFXVertexBuffer *buffer );
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virtual void setVertexStreamFrequency( U32 stream, U32 frequency );
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void setVertexStream( U32 stream, GFXVertexBuffer *buffer ) override;
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void setVertexStreamFrequency( U32 stream, U32 frequency ) override;
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// }
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virtual U32 getMaxDynamicVerts() { return GFX_MAX_DYNAMIC_VERTS; }
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virtual U32 getMaxDynamicIndices() { return GFX_MAX_DYNAMIC_INDICES; }
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U32 getMaxDynamicVerts() override { return GFX_MAX_DYNAMIC_VERTS; }
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U32 getMaxDynamicIndices() override { return GFX_MAX_DYNAMIC_INDICES; }
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inline U32 primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount);
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// Rendering
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// {
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virtual void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount );
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void drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount ) override;
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// }
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ID3D11DeviceContext* getDeviceContext(){ return mD3DDeviceContext; }
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@ -304,14 +304,14 @@ public:
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void beginReset();
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void endReset(GFXD3D11WindowTarget* windowTarget);
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virtual void setupGenericShaders( GenericShaderType type = GSColor );
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void setupGenericShaders( GenericShaderType type = GSColor ) override;
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inline virtual F32 getFillConventionOffset() const { return 0.0f; }
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virtual void doParanoidStateCheck() {};
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inline F32 getFillConventionOffset() const override { return 0.0f; }
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void doParanoidStateCheck() override {};
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GFXFence *createFence();
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GFXFence *createFence() override;
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GFXOcclusionQuery* createOcclusionQuery();
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GFXOcclusionQuery* createOcclusionQuery() override;
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// Default multisample parameters
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DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; }
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@ -327,7 +327,7 @@ public:
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// grab the sampler map
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const SamplerMap &getSamplersMap() const { return mSamplersMap; }
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SamplerMap &getSamplersMap(){ return mSamplersMap; }
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const char* interpretDebugResult(long result);
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const char* interpretDebugResult(long result) override;
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// grab device buffer.
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ID3D11Buffer* getDeviceBuffer(const GFXShaderConstDesc desc);
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@ -45,14 +45,14 @@ public:
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GFXD3D11OcclusionQuery(GFXDevice *device);
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virtual ~GFXD3D11OcclusionQuery();
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virtual bool begin();
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virtual void end();
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virtual OcclusionQueryStatus getStatus(bool block, U32 *data = NULL);
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bool begin() override;
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void end() override;
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OcclusionQueryStatus getStatus(bool block, U32 *data = NULL) override;
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// GFXResource
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virtual void zombify();
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virtual void resurrect();
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virtual const String describeSelf() const;
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void zombify() override;
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void resurrect() override;
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const String describeSelf() const override;
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};
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#endif
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@ -51,14 +51,14 @@ public:
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virtual ~GFXD3D11PrimitiveBuffer();
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virtual void lock(U32 indexStart, U32 indexEnd, void **indexPtr);
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virtual void unlock();
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void lock(U32 indexStart, U32 indexEnd, void **indexPtr) override;
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void unlock() override;
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virtual void prepare();
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void prepare() override;
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// GFXResource interface
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virtual void zombify();
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virtual void resurrect();
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void zombify() override;
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void resurrect() override;
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};
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inline GFXD3D11PrimitiveBuffer::GFXD3D11PrimitiveBuffer( GFXDevice *device,
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@ -36,14 +36,14 @@ public:
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GFXD3D11QueryFence( GFXDevice *device ) : GFXFence( device ), mQuery( NULL ) {};
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virtual ~GFXD3D11QueryFence();
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virtual void issue();
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virtual FenceStatus getStatus() const;
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virtual void block();
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void issue() override;
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FenceStatus getStatus() const override;
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void block() override;
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// GFXResource interface
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virtual void zombify();
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virtual void resurrect();
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virtual const String describeSelf() const;
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void zombify() override;
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void resurrect() override;
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const String describeSelf() const override;
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};
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#endif
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@ -69,15 +69,15 @@ public:
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virtual ~GFXD3D11ShaderConstHandle();
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void addDesc(GFXShaderStage stage, const GFXShaderConstDesc& desc);
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const GFXShaderConstDesc getDesc(GFXShaderStage stage);
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const String& getName() const { return mDesc.name; }
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GFXShaderConstType getType() const { return mDesc.constType; }
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U32 getArraySize() const { return mDesc.arraySize; }
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const String& getName() const override { return mDesc.name; }
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GFXShaderConstType getType() const override { return mDesc.constType; }
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U32 getArraySize() const override { return mDesc.arraySize; }
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U32 getSize() const { return mDesc.size; }
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void setValid(bool valid) { mValid = valid; }
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/// @warning This will always return the value assigned when the shader was
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/// initialized. If the value is later changed this method won't reflect that.
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S32 getSamplerRegister() const { return (!isSampler() || !mValid) ? -1 : mDesc.samplerReg; }
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S32 getSamplerRegister() const override { return (!isSampler() || !mValid) ? -1 : mDesc.samplerReg; }
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// Returns true if this is a handle to a sampler register.
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bool isSampler() const
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@ -124,32 +124,32 @@ public:
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void onShaderReload(GFXD3D11Shader *shader);
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// GFXShaderConstBuffer
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virtual GFXShader* getShader();
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virtual void set(GFXShaderConstHandle* handle, const F32 fv);
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virtual void set(GFXShaderConstHandle* handle, const Point2F& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point3F& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point4F& fv);
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virtual void set(GFXShaderConstHandle* handle, const PlaneF& fv);
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virtual void set(GFXShaderConstHandle* handle, const LinearColorF& fv);
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virtual void set(GFXShaderConstHandle* handle, const S32 f);
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virtual void set(GFXShaderConstHandle* handle, const Point2I& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point3I& fv);
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virtual void set(GFXShaderConstHandle* handle, const Point4I& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv);
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virtual void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv);
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virtual void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4);
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virtual void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4);
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GFXShader* getShader() override;
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void set(GFXShaderConstHandle* handle, const F32 fv) override;
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void set(GFXShaderConstHandle* handle, const Point2F& fv) override;
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void set(GFXShaderConstHandle* handle, const Point3F& fv) override;
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void set(GFXShaderConstHandle* handle, const Point4F& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const PlaneF& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const LinearColorF& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const S32 f) override;
|
||||
void set(GFXShaderConstHandle* handle, const Point2I& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const Point3I& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const Point4I& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const AlignedArray<F32>& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const AlignedArray<Point2F>& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const AlignedArray<Point3F>& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const AlignedArray<Point4F>& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const AlignedArray<S32>& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const AlignedArray<Point2I>& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const AlignedArray<Point3I>& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const AlignedArray<Point4I>& fv) override;
|
||||
void set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType = GFXSCT_Float4x4) override;
|
||||
void set(GFXShaderConstHandle* handle, const MatrixF* mat, const U32 arraySize, const GFXShaderConstType matrixType = GFXSCT_Float4x4) override;
|
||||
|
||||
// GFXResource
|
||||
virtual const String describeSelf() const;
|
||||
virtual void zombify() {}
|
||||
virtual void resurrect() {}
|
||||
const String describeSelf() const override;
|
||||
void zombify() override {}
|
||||
void resurrect() override {}
|
||||
|
||||
protected:
|
||||
friend class GFXD3D11Shader;
|
||||
|
|
@ -182,19 +182,19 @@ public:
|
|||
virtual ~GFXD3D11Shader();
|
||||
|
||||
// GFXShader
|
||||
virtual GFXShaderConstBufferRef allocConstBuffer();
|
||||
virtual const Vector<GFXShaderConstDesc>& getShaderConstDesc() const;
|
||||
virtual GFXShaderConstHandle* getShaderConstHandle(const String& name);
|
||||
virtual GFXShaderConstHandle* findShaderConstHandle(const String& name);
|
||||
virtual U32 getAlignmentValue(const GFXShaderConstType constType) const;
|
||||
GFXShaderConstBufferRef allocConstBuffer() override;
|
||||
const Vector<GFXShaderConstDesc>& getShaderConstDesc() const override;
|
||||
GFXShaderConstHandle* getShaderConstHandle(const String& name) override;
|
||||
GFXShaderConstHandle* findShaderConstHandle(const String& name) override;
|
||||
U32 getAlignmentValue(const GFXShaderConstType constType) const override;
|
||||
|
||||
// GFXResource
|
||||
virtual void zombify();
|
||||
virtual void resurrect();
|
||||
void zombify() override;
|
||||
void resurrect() override;
|
||||
|
||||
protected:
|
||||
|
||||
virtual bool _init();
|
||||
bool _init() override;
|
||||
|
||||
ID3D11VertexShader *mVertShader;
|
||||
ID3D11PixelShader *mPixShader;
|
||||
|
|
|
|||
|
|
@ -47,17 +47,17 @@ public:
|
|||
//
|
||||
|
||||
/// Returns the hash value of the desc that created this block
|
||||
virtual U32 getHashValue() const;
|
||||
U32 getHashValue() const override;
|
||||
|
||||
/// Returns a GFXStateBlockDesc that this block represents
|
||||
virtual const GFXStateBlockDesc& getDesc() const;
|
||||
const GFXStateBlockDesc& getDesc() const override;
|
||||
|
||||
//
|
||||
// GFXResource
|
||||
//
|
||||
virtual void zombify() { }
|
||||
void zombify() override { }
|
||||
/// When called the resource should restore all device sensitive information destroyed by zombify()
|
||||
virtual void resurrect() { }
|
||||
void resurrect() override { }
|
||||
private:
|
||||
|
||||
D3D11_BLEND_DESC mBlendDesc;
|
||||
|
|
|
|||
|
|
@ -55,20 +55,20 @@ public:
|
|||
~GFXD3D11TextureTarget();
|
||||
|
||||
// Public interface.
|
||||
virtual const Point2I getSize() { return mTargetSize; }
|
||||
virtual GFXFormat getFormat() { return mTargetFormat; }
|
||||
virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0);
|
||||
virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0);
|
||||
virtual void resolve();
|
||||
const Point2I getSize() override { return mTargetSize; }
|
||||
GFXFormat getFormat() override { return mTargetFormat; }
|
||||
void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0) override;
|
||||
void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0) override;
|
||||
void resolve() override;
|
||||
|
||||
/// Note we always copy the Color0 RenderSlot.
|
||||
virtual void resolveTo( GFXTextureObject *tex );
|
||||
void resolveTo( GFXTextureObject *tex ) override;
|
||||
|
||||
virtual void activate();
|
||||
virtual void deactivate();
|
||||
void activate() override;
|
||||
void deactivate() override;
|
||||
|
||||
void zombify();
|
||||
void resurrect();
|
||||
void zombify() override;
|
||||
void resurrect() override;
|
||||
};
|
||||
|
||||
class GFXD3D11WindowTarget : public GFXWindowTarget
|
||||
|
|
@ -87,7 +87,7 @@ class GFXD3D11WindowTarget : public GFXWindowTarget
|
|||
/// D3D presentation info.
|
||||
DXGI_SWAP_CHAIN_DESC mPresentationParams;
|
||||
/// Internal interface that notifies us we need to reset our video mode.
|
||||
void resetMode();
|
||||
void resetMode() override;
|
||||
|
||||
/// Is this a secondary window
|
||||
bool mSecondaryWindow;
|
||||
|
|
@ -97,21 +97,21 @@ public:
|
|||
GFXD3D11WindowTarget();
|
||||
~GFXD3D11WindowTarget();
|
||||
|
||||
virtual const Point2I getSize();
|
||||
virtual GFXFormat getFormat();
|
||||
virtual bool present();
|
||||
const Point2I getSize() override;
|
||||
GFXFormat getFormat() override;
|
||||
bool present() override;
|
||||
|
||||
void initPresentationParams();
|
||||
void createSwapChain();
|
||||
void createBuffersAndViews();
|
||||
void setBackBuffer();
|
||||
|
||||
virtual void activate();
|
||||
void activate() override;
|
||||
|
||||
void zombify();
|
||||
void resurrect();
|
||||
void zombify() override;
|
||||
void resurrect() override;
|
||||
|
||||
virtual void resolveTo( GFXTextureObject *tex );
|
||||
void resolveTo( GFXTextureObject *tex ) override;
|
||||
|
||||
// These are all reference counted and must be released by whomever uses the get* function
|
||||
IDXGISwapChain* getSwapChain();
|
||||
|
|
|
|||
|
|
@ -22,7 +22,7 @@ public:
|
|||
|
||||
~GFXD3D11TextureArray() { Release(); };
|
||||
|
||||
void init();
|
||||
void init() override;
|
||||
void setToTexUnit(U32 tuNum) override;
|
||||
|
||||
void createResourceView(DXGI_FORMAT format, U32 numMipLevels, U32 usageFlags);
|
||||
|
|
|
|||
|
|
@ -45,13 +45,13 @@ protected:
|
|||
U32 numMipLevels,
|
||||
bool forceMips = false,
|
||||
S32 antialiasLevel = 0,
|
||||
GFXTextureObject *inTex = NULL );
|
||||
GFXTextureObject *inTex = NULL ) override;
|
||||
|
||||
bool _loadTexture(GFXTextureObject *texture, DDSFile *dds);
|
||||
bool _loadTexture(GFXTextureObject *texture, GBitmap *bmp);
|
||||
bool _loadTexture(GFXTextureObject *texture, void *raw);
|
||||
bool _refreshTexture(GFXTextureObject *texture);
|
||||
bool _freeTexture(GFXTextureObject *texture, bool zombify = false);
|
||||
bool _loadTexture(GFXTextureObject *texture, DDSFile *dds) override;
|
||||
bool _loadTexture(GFXTextureObject *texture, GBitmap *bmp) override;
|
||||
bool _loadTexture(GFXTextureObject *texture, void *raw) override;
|
||||
bool _refreshTexture(GFXTextureObject *texture) override;
|
||||
bool _freeTexture(GFXTextureObject *texture, bool zombify = false) override;
|
||||
|
||||
private:
|
||||
U32 mCurTexSet[GFX_TEXTURE_STAGE_COUNT];
|
||||
|
|
|
|||
|
|
@ -70,19 +70,19 @@ public:
|
|||
|
||||
bool isManaged; //setting to true tells this texture not to be released from being zombify
|
||||
|
||||
virtual GFXLockedRect * lock(U32 mipLevel = 0, RectI *inRect = NULL);
|
||||
virtual void unlock(U32 mipLevel = 0 );
|
||||
GFXLockedRect * lock(U32 mipLevel = 0, RectI *inRect = NULL) override;
|
||||
void unlock(U32 mipLevel = 0 ) override;
|
||||
|
||||
virtual bool copyToBmp(GBitmap* bmp);
|
||||
bool copyToBmp(GBitmap* bmp) override;
|
||||
ID3D11Texture2D* getSurface() {return mD3DSurface;}
|
||||
ID3D11Texture2D** getSurfacePtr() {return &mD3DSurface;}
|
||||
|
||||
// GFXResource
|
||||
void zombify();
|
||||
void resurrect();
|
||||
void zombify() override;
|
||||
void resurrect() override;
|
||||
|
||||
#ifdef TORQUE_DEBUG
|
||||
virtual void pureVirtualCrash() {};
|
||||
void pureVirtualCrash() override {};
|
||||
#endif
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -49,13 +49,13 @@ public:
|
|||
GFXBufferType bufferType );
|
||||
virtual ~GFXD3D11VertexBuffer();
|
||||
|
||||
void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr);
|
||||
void unlock();
|
||||
void prepare() {}
|
||||
void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr) override;
|
||||
void unlock() override;
|
||||
void prepare() override {}
|
||||
|
||||
// GFXResource interface
|
||||
virtual void zombify();
|
||||
virtual void resurrect();
|
||||
void zombify() override;
|
||||
void resurrect() override;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -31,7 +31,7 @@ class ScreenShotD3D11 : public ScreenShot
|
|||
{
|
||||
protected:
|
||||
|
||||
GBitmap* _captureBackBuffer();
|
||||
GBitmap* _captureBackBuffer() override;
|
||||
|
||||
};
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue