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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-16 09:04:38 +00:00
Use correct bgra format
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parent
3dc2100765
commit
e239d106f5
1 changed files with 7 additions and 7 deletions
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@ -81,7 +81,7 @@ struct D3D11OculusTexture : public OculusTexture
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dsDesc.Height = sizeH;
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dsDesc.Height = sizeH;
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dsDesc.MipLevels = 1;
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dsDesc.MipLevels = 1;
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dsDesc.ArraySize = 1;
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dsDesc.ArraySize = 1;
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dsDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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dsDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;// DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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dsDesc.SampleDesc.Count = 1; // No multi-sampling allowed
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dsDesc.SampleDesc.Count = 1; // No multi-sampling allowed
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dsDesc.SampleDesc.Quality = 0;
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dsDesc.SampleDesc.Quality = 0;
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dsDesc.Usage = D3D11_USAGE_DEFAULT;
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dsDesc.Usage = D3D11_USAGE_DEFAULT;
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@ -101,7 +101,7 @@ struct D3D11OculusTexture : public OculusTexture
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{
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{
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ovrD3D11Texture* tex = (ovrD3D11Texture*)&TextureSet->Textures[i];
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ovrD3D11Texture* tex = (ovrD3D11Texture*)&TextureSet->Textures[i];
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D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
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D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
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rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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rtvd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;// DXGI_FORMAT_R8G8B8A8_UNORM;
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rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
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GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
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@ -125,7 +125,7 @@ struct D3D11OculusTexture : public OculusTexture
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object->mBitmapSize = object->mTextureSize;
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object->mBitmapSize = object->mTextureSize;
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int fmt = probeDesc.Format;
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int fmt = probeDesc.Format;
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if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS)
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if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS || fmt == DXGI_FORMAT_B8G8R8A8_TYPELESS)
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{
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{
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object->mFormat = GFXFormatR8G8B8A8; // usual case
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object->mFormat = GFXFormatR8G8B8A8; // usual case
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}
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}
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@ -391,7 +391,7 @@ bool OculusVRHMDDevice::setupTargets()
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dsDesc.Height = rtSize.y;
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dsDesc.Height = rtSize.y;
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dsDesc.MipLevels = 1;
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dsDesc.MipLevels = 1;
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dsDesc.ArraySize = 1;
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dsDesc.ArraySize = 1;
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dsDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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dsDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;// DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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dsDesc.SampleDesc.Count = 1;
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dsDesc.SampleDesc.Count = 1;
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dsDesc.SampleDesc.Quality = 0;
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dsDesc.SampleDesc.Quality = 0;
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dsDesc.Usage = D3D11_USAGE_DEFAULT;
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dsDesc.Usage = D3D11_USAGE_DEFAULT;
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@ -416,7 +416,7 @@ bool OculusVRHMDDevice::setupTargets()
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// Create texture handle so we can render it in-game
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// Create texture handle so we can render it in-game
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ovrD3D11Texture* mirror_tex = (ovrD3D11Texture*)mDebugMirrorTexture;
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ovrD3D11Texture* mirror_tex = (ovrD3D11Texture*)mDebugMirrorTexture;
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D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
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D3D11_RENDER_TARGET_VIEW_DESC rtvd = {};
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rtvd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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rtvd.Format = DXGI_FORMAT_B8G8R8A8_UNORM;// DXGI_FORMAT_R8G8B8A8_UNORM;
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rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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rtvd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
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GFXD3D11TextureObject* object = new GFXD3D11TextureObject(GFX, &VRTextureProfile);
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@ -441,7 +441,7 @@ bool OculusVRHMDDevice::setupTargets()
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object->mBitmapSize = object->mTextureSize;
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object->mBitmapSize = object->mTextureSize;
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int fmt = probeDesc.Format;
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int fmt = probeDesc.Format;
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if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS)
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if (fmt == DXGI_FORMAT_R8G8B8A8_TYPELESS || fmt == DXGI_FORMAT_B8G8R8A8_TYPELESS)
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{
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{
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object->mFormat = GFXFormatR8G8B8A8; // usual case
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object->mFormat = GFXFormatR8G8B8A8; // usual case
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}
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}
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@ -652,7 +652,7 @@ void OculusVRHMDDevice::onEndFrame()
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mDebugRenderLayer.Viewport[1] = mRenderLayer.Viewport[1];
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mDebugRenderLayer.Viewport[1] = mRenderLayer.Viewport[1];
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// TODO: use ovrViewScaleDesc
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// TODO: use ovrViewScaleDesc
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ovrLayerHeader* layers = &mRenderLayer.Header;
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ovrLayerHeader* layers = &mRenderLayer.Header;
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ovrResult result = ovr_SubmitFrame(mDevice, 0, &viewScaleDesc, &layers, 1);
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ovrResult result = ovr_SubmitFrame(mDevice, 0, &viewScaleDesc, &layers, 1);
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mTextureSwapSet->AdvanceToNextTexture();
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mTextureSwapSet->AdvanceToNextTexture();
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