2012-07-23 08:08:58 +04:00
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/*
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* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#ifndef __RENDERER_D3D11_H__
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#define __RENDERER_D3D11_H__
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#include <d3d11.h>
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#include "renderer_d3d.h"
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namespace bgfx
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{
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template <typename Ty>
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class StateCacheT
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{
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public:
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void add(uint64_t _id, Ty* _item)
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{
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invalidate(_id);
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m_hashMap.insert(stl::make_pair(_id, _item) );
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}
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Ty* find(uint64_t _id)
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{
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HashMap::iterator it = m_hashMap.find(_id);
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if (it != m_hashMap.end() )
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{
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return it->second;
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}
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return NULL;
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}
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void invalidate(uint64_t _id)
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{
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HashMap::iterator it = m_hashMap.find(_id);
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if (it != m_hashMap.end() )
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{
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DX_RELEASE(it->second, 0);
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m_hashMap.erase(it);
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}
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}
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void invalidate()
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{
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for (HashMap::iterator it = m_hashMap.begin(), itEnd = m_hashMap.end(); it != itEnd; ++it)
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{
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DX_RELEASE(it->second, 0);
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}
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m_hashMap.clear();
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}
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private:
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typedef stl::unordered_map<uint64_t, Ty*> HashMap;
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HashMap m_hashMap;
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};
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struct IndexBuffer
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{
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IndexBuffer()
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: m_ptr(NULL)
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, m_dynamic(false)
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{
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}
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void create(uint32_t _size, void* _data);
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void update(uint32_t _offset, uint32_t _size, void* _data);
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void destroy()
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{
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if (NULL != m_ptr)
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{
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DX_RELEASE(m_ptr, 0);
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m_dynamic = false;
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}
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}
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ID3D11Buffer* m_ptr;
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uint32_t m_size;
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bool m_dynamic;
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};
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struct VertexBuffer
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{
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VertexBuffer()
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: m_ptr(NULL)
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, m_dynamic(false)
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{
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}
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void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle);
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void update(uint32_t _offset, uint32_t _size, void* _data);
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void destroy()
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{
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if (NULL != m_ptr)
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{
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DX_RELEASE(m_ptr, 0);
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m_dynamic = false;
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}
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}
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ID3D11Buffer* m_ptr;
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uint32_t m_size;
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VertexDeclHandle m_decl;
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bool m_dynamic;
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};
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struct Uniform
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{
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Uniform()
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: m_ptr(NULL)
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, m_data(NULL)
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{
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}
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void create(ConstantType::Enum _type, uint16_t _num, bool _alloc = true);
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void destroy();
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ID3D11Buffer* m_ptr;
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void* m_data;
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};
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struct Shader
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{
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Shader()
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: m_ptr(NULL)
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, m_code(NULL)
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, m_buffer(NULL)
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, m_hash(0)
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{
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}
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void create(bool _fragment, const Memory* _mem);
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DWORD* getShaderCode(uint8_t _fragmentBit, const Memory* _mem);
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void destroy()
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{
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ConstantBuffer::destroy(m_constantBuffer);
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m_constantBuffer = NULL;
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m_numPredefined = 0;
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if (NULL != m_buffer)
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{
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DX_RELEASE(m_buffer, 0);
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}
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DX_RELEASE(m_ptr, 0);
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if (NULL != m_code)
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{
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release(m_code);
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m_code = NULL;
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m_hash = 0;
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}
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}
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IUnknown* m_ptr;
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const Memory* m_code;
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ID3D11Buffer* m_buffer;
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ConstantBuffer* m_constantBuffer;
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PredefinedUniform m_predefined[PredefinedUniform::Count];
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uint32_t m_hash;
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uint16_t m_numUniforms;
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uint8_t m_numPredefined;
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};
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struct Material
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{
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Material()
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: m_vsh(NULL)
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, m_fsh(NULL)
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{
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}
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void create(const Shader& _vsh, const Shader& _fsh)
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{
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BX_CHECK(NULL != _vsh.m_ptr, "Vertex shader doesn't exist.");
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m_vsh = &_vsh;
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BX_CHECK(NULL != _fsh.m_ptr, "Fragment shader doesn't exist.");
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m_fsh = &_fsh;
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memcpy(&m_predefined[0], _vsh.m_predefined, _vsh.m_numPredefined*sizeof(PredefinedUniform) );
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memcpy(&m_predefined[_vsh.m_numPredefined], _fsh.m_predefined, _fsh.m_numPredefined*sizeof(PredefinedUniform) );
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m_numPredefined = _vsh.m_numPredefined + _fsh.m_numPredefined;
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}
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void destroy()
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{
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m_numPredefined = 0;
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m_vsh = NULL;
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m_fsh = NULL;
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}
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const Shader* m_vsh;
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const Shader* m_fsh;
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PredefinedUniform m_predefined[PredefinedUniform::Count*2];
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uint8_t m_numPredefined;
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};
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struct Texture
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{
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enum Enum
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{
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Texture2D,
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Texture3D,
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TextureCube,
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};
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Texture()
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: m_ptr(NULL)
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{
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}
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// void createTexture(uint32_t _width, uint32_t _height, uint8_t _numMips, D3DFORMAT _fmt);
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// void createVolumeTexture(uint32_t _width, uint32_t _height, uint32_t _depth, uint32_t _numMips, D3DFORMAT _fmt);
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// void createCubeTexture(uint32_t _edge, uint32_t _numMips, D3DFORMAT _fmt);
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void create(const Memory* _mem, uint32_t _flags);
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void destroy()
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{
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DX_RELEASE(m_ptr, 0);
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}
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void commit(uint8_t _stage);
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ID3D11ShaderResourceView* m_ptr;
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ID3D11SamplerState* m_sampler;
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Enum m_type;
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bool m_srgb;
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};
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struct RenderTarget
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{
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RenderTarget()
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:
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// m_rt(NULL)
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// , m_colorTexture(NULL)
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// , m_color(NULL)
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// , m_depthTexture(NULL)
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// , m_depth(NULL)
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// , m_minFilter(D3DTEXF_LINEAR)
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// , m_magFilter(D3DTEXF_LINEAR)
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m_width(0)
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, m_height(0)
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, m_flags(0)
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, m_depthOnly(false)
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{
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}
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void create(uint16_t _width, uint16_t _height, uint32_t _flags, uint32_t _textureFlags);
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2012-08-06 01:51:49 +04:00
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void destroy();
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2012-07-23 08:08:58 +04:00
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void commit(uint8_t _stage);
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// void resolve();
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// Msaa m_msaa;
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// IDirect3DSurface9* m_rt;
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// IDirect3DTexture9* m_colorTexture;
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// IDirect3DSurface9* m_color;
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// IDirect3DTexture9* m_depthTexture;
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// IDirect3DSurface9* m_depth;
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// D3DTEXTUREFILTERTYPE m_minFilter;
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// D3DTEXTUREFILTERTYPE m_magFilter;
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2012-08-06 01:51:49 +04:00
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ID3D11Texture2D* m_colorTexture;
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ID3D11RenderTargetView* m_rtv;
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ID3D11ShaderResourceView* m_srv;
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ID3D11SamplerState* m_sampler;
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2012-07-23 08:08:58 +04:00
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uint16_t m_width;
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uint16_t m_height;
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uint32_t m_flags;
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bool m_depthOnly;
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};
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} // namespace bgfx
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#endif // __RENDERER_D3D11_H__
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