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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-25 14:25:38 +00:00
Removes Direct3D9 functionality.
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parent
5e288e79d2
commit
7e5e3b5105
86 changed files with 382 additions and 10445 deletions
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@ -145,7 +145,6 @@ void GBufferConditionerHLSL::processPix( Vector<ShaderComponent*> &componentLis
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gbNormal->setName( "gbNormal" );
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gbNormal->setStructName( "IN" );
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gbNormal->setType( "float3" );
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gbNormal->mapsToSampler = false;
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gbNormal->uniform = false;
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}
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@ -222,7 +221,6 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
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retVal = Parent::printMethodHeader( methodType, methodName, stream, meta );
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else
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{
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const bool isDirect3D11 = GFX->getAdapterType() == Direct3D11;
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Var *methodVar = new Var;
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methodVar->setName(methodName);
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methodVar->setType("inline float4");
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@ -230,7 +228,7 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
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Var *deferredSampler = new Var;
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deferredSampler->setName("deferredSamplerVar");
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deferredSampler->setType("sampler2D");
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deferredSampler->setType("SamplerState");
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DecOp *deferredSamplerDecl = new DecOp(deferredSampler);
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Var *screenUV = new Var;
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@ -238,28 +236,21 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
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screenUV->setType("float2");
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DecOp *screenUVDecl = new DecOp(screenUV);
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Var *deferredTex = NULL;
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DecOp *deferredTexDecl = NULL;
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if (isDirect3D11)
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{
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deferredSampler->setType("SamplerState");
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deferredTex = new Var;
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deferredTex->setName("deferredTexVar");
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deferredTex->setType("Texture2D");
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deferredTex->texture = true;
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deferredTex->constNum = deferredSampler->constNum;
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deferredTexDecl = new DecOp(deferredTex);
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}
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Var *deferredTex = new Var;
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deferredTex->setName("deferredTexVar");
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deferredTex->setType("Texture2D");
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deferredTex->texture = true;
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deferredTex->constNum = deferredSampler->constNum;
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deferredTexDecl = new DecOp(deferredTex);
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Var *bufferSample = new Var;
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bufferSample->setName("bufferSample");
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bufferSample->setType("float4");
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DecOp *bufferSampleDecl = new DecOp(bufferSample);
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if (isDirect3D11)
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meta->addStatement(new GenOp("@(@, @, @)\r\n", methodDecl, deferredSamplerDecl, deferredTexDecl, screenUVDecl));
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else
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meta->addStatement( new GenOp( "@(@, @)\r\n", methodDecl, deferredSamplerDecl, screenUVDecl ) );
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meta->addStatement(new GenOp("@(@, @, @)\r\n", methodDecl, deferredSamplerDecl, deferredTexDecl, screenUVDecl));
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meta->addStatement( new GenOp( "{\r\n" ) );
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@ -267,15 +258,7 @@ Var* GBufferConditionerHLSL::printMethodHeader( MethodType methodType, const Str
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// The gbuffer has no mipmaps, so use tex2dlod when
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// possible so that the shader compiler can optimize.
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meta->addStatement( new GenOp( " #if TORQUE_SM >= 30\r\n" ) );
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if (isDirect3D11)
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meta->addStatement(new GenOp(" @ = @.SampleLevel(@, @,0);\r\n", bufferSampleDecl, deferredTex, deferredSampler, screenUV));
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else
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meta->addStatement(new GenOp(" @ = tex2Dlod(@, float4(@,0,0));\r\n", bufferSampleDecl, deferredSampler, screenUV));
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meta->addStatement(new GenOp(" #else\r\n"));
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meta->addStatement(new GenOp(" @ = tex2D(@, @);\r\n", bufferSampleDecl, deferredSampler, screenUV));
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meta->addStatement(new GenOp(" #endif\r\n\r\n"));
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meta->addStatement(new GenOp(" @ = @.SampleLevel(@, @,0);\r\n", bufferSampleDecl, deferredTex, deferredSampler, screenUV));
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// We don't use this way of passing var's around, so this should cause a crash
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// if something uses this improperly
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