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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-26 23:05:38 +00:00
Removed old fixed function code from GFX.
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parent
58d2e30af7
commit
5a933c00d3
53 changed files with 98 additions and 1646 deletions
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@ -961,7 +961,7 @@ void GFXD3D11Device::reacquireDefaultPoolResources()
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mDynamicPB = new GFXD3D11PrimitiveBuffer(this, 0, 0, GFXBufferTypeDynamic);
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D3D11_BUFFER_DESC desc;
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desc.ByteWidth = sizeof(U16) * MAX_DYNAMIC_INDICES;
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desc.ByteWidth = sizeof(U16) * GFX_MAX_DYNAMIC_INDICES;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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@ -1019,7 +1019,7 @@ GFXD3D11VertexBuffer * GFXD3D11Device::createVBPool( const GFXVertexFormat *vert
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vertexFormat->getDecl();
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D3D11_BUFFER_DESC desc;
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desc.ByteWidth = vertSize * MAX_DYNAMIC_VERTS;
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desc.ByteWidth = vertSize * GFX_MAX_DYNAMIC_VERTS;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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@ -1283,7 +1283,7 @@ GFXPrimitiveBuffer * GFXD3D11Device::allocPrimitiveBuffer(U32 numIndices, U32 nu
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if(bufferType == GFXBufferTypeVolatile)
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{
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// Get it from the pool if it's a volatile...
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AssertFatal(numIndices < MAX_DYNAMIC_INDICES, "Cannot allocate that many indices in a volatile buffer, increase MAX_DYNAMIC_INDICES.");
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AssertFatal(numIndices < GFX_MAX_DYNAMIC_INDICES, "Cannot allocate that many indices in a volatile buffer, increase GFX_MAX_DYNAMIC_INDICES.");
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res->ib = mDynamicPB->ib;
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res->mVolatileBuffer = mDynamicPB;
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@ -1362,7 +1362,7 @@ GFXVertexBuffer * GFXD3D11Device::allocVertexBuffer(U32 numVerts, const GFXVerte
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if(bufferType == GFXBufferTypeVolatile)
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{
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// NOTE: Volatile VBs are pooled and will be allocated at lock time.
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AssertFatal(numVerts <= MAX_DYNAMIC_VERTS, "GFXD3D11Device::allocVertexBuffer - Volatile vertex buffer is too big... see MAX_DYNAMIC_VERTS!");
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AssertFatal(numVerts <= GFX_MAX_DYNAMIC_VERTS, "GFXD3D11Device::allocVertexBuffer - Volatile vertex buffer is too big... see GFX_MAX_DYNAMIC_VERTS!");
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}
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else
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{
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