Cleanup.
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@ -353,6 +353,9 @@
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#define BGFX_RESET_SRGB_BACKBUFFER UINT32_C(0x00008000) //!< Enable sRGB backbuffer.
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#define BGFX_RESET_HIDPI UINT32_C(0x00010000) //!< Enable HiDPI rendering.
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#define BGFX_RESET_RESERVED_SHIFT 31 //!< Internal bits shift.
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#define BGFX_RESET_RESERVED_MASK UINT32_C(0x80000000) //!< Internal bits mask.
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///
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#define BGFX_CAPS_TEXTURE_COMPARE_LEQUAL UINT64_C(0x0000000000000001) //!< Texture compare less equal mode is supported.
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#define BGFX_CAPS_TEXTURE_COMPARE_ALL UINT64_C(0x0000000000000003) //!< All texture compare modes are supported.
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@ -396,10 +399,13 @@
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#define BGFX_VIEW_STEREO UINT8_C(0x01) //!< View will be rendered in stereo mode.
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///
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#define BGFX_SUBMIT_EYE_LEFT UINT8_C(0x01) //!< Submit to left eye.
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#define BGFX_SUBMIT_EYE_RIGHT UINT8_C(0x02) //!< Submit to right eye.
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#define BGFX_SUBMIT_EYE_MASK UINT8_C(0x03) //!<
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#define BGFX_SUBMIT_EYE_FIRST BGFX_SUBMIT_EYE_LEFT
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#define BGFX_SUBMIT_EYE_LEFT UINT8_C(0x01) //!< Submit to left eye.
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#define BGFX_SUBMIT_EYE_RIGHT UINT8_C(0x02) //!< Submit to right eye.
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#define BGFX_SUBMIT_EYE_MASK UINT8_C(0x03) //!<
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#define BGFX_SUBMIT_EYE_FIRST BGFX_SUBMIT_EYE_LEFT
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#define BGFX_SUBMIT_RESERVED_SHIFT 7 //!< Internal bits shift.
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#define BGFX_SUBMIT_RESERVED_MASK UINT8_C(0x80) //!< Internal bits mask.
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///
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#define BGFX_PCI_ID_NONE UINT16_C(0x0000) //!< Autoselect adapter.
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@ -2365,6 +2365,7 @@ again:
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void reset(uint32_t _width, uint32_t _height, uint32_t _flags)
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{
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BGFX_CHECK_MAIN_THREAD();
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BX_CHECK(0 == (_flags&BGFX_RESET_RESERVED_MASK), "Do not set reset reserved flags!");
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s_ctx->reset(_width, _height, _flags);
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}
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12
src/bgfx_p.h
12
src/bgfx_p.h
@ -173,12 +173,14 @@ namespace stl
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#define BGFX_MAX_COMPUTE_BINDINGS 8
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#define BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER UINT32_C(0x10000000)
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#define BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER UINT32_C(0x10000000)
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#define BGFX_RESET_INTERNAL_FORCE UINT32_C(0x80000000)
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#define BGFX_RESET_INTERNAL_FORCE UINT32_C(0x80000000)
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#define BGFX_STATE_INTERNAL_SCISSOR UINT64_C(0x2000000000000000)
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#define BGFX_STATE_INTERNAL_OCCLUSION_QUERY UINT64_C(0x4000000000000000)
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#define BGFX_STATE_INTERNAL_SCISSOR UINT64_C(0x2000000000000000)
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#define BGFX_STATE_INTERNAL_OCCLUSION_QUERY UINT64_C(0x4000000000000000)
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#define BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE UINT8_C(0x80)
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#define BGFX_RENDERER_DIRECT3D9_NAME "Direct3D 9"
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#define BGFX_RENDERER_DIRECT3D11_NAME "Direct3D 11"
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@ -1374,7 +1376,7 @@ namespace bgfx
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void setCondition(OcclusionQueryHandle _handle, bool _visible)
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{
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m_draw.m_occlusionQuery = _handle;
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BX_UNUSED(_visible);
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m_draw.m_submitFlags |= _visible ? BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE : 0;
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}
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void setStencil(uint32_t _fstencil, uint32_t _bstencil)
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@ -2729,10 +2729,10 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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return sampler;
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}
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bool isVisible(OcclusionQueryHandle _handle)
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bool isVisible(OcclusionQueryHandle _handle, bool _visible)
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{
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m_occlusionQuery.resolve();
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return m_occlusion[_handle.idx];
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return _visible == m_occlusion[_handle.idx];
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}
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DXGI_FORMAT getBufferFormat()
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@ -5053,7 +5053,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
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if (isValid(draw.m_occlusionQuery)
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&& !hasOcclusionQuery
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&& !isVisible(draw.m_occlusionQuery) )
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&& !isVisible(draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
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{
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continue;
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}
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@ -1565,10 +1565,10 @@ namespace bgfx { namespace d3d9
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}
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}
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bool isVisible(OcclusionQueryHandle _handle)
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bool isVisible(OcclusionQueryHandle _handle, bool _visible)
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{
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m_occlusionQuery.resolve();
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return m_occlusion[_handle.idx];
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return _visible == m_occlusion[_handle.idx];
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}
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void capturePreReset()
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@ -3539,7 +3539,7 @@ namespace bgfx { namespace d3d9
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const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
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if (isValid(draw.m_occlusionQuery)
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&& !hasOcclusionQuery
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&& !isVisible(draw.m_occlusionQuery) )
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&& !isVisible(draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
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{
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continue;
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}
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@ -2712,10 +2712,10 @@ namespace bgfx { namespace gl
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}
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}
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bool isVisible(OcclusionQueryHandle _handle)
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bool isVisible(OcclusionQueryHandle _handle, bool _visible)
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{
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m_occlusionQuery.resolve();
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return m_occlusion[_handle.idx];
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return _visible == m_occlusion[_handle.idx];
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}
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void ovrPostReset()
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@ -5605,7 +5605,7 @@ namespace bgfx { namespace gl
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const bool hasOcclusionQuery = 0 != (draw.m_stateFlags & BGFX_STATE_INTERNAL_OCCLUSION_QUERY);
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if (isValid(draw.m_occlusionQuery)
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&& !hasOcclusionQuery
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&& !isVisible(draw.m_occlusionQuery) )
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&& !isVisible(draw.m_occlusionQuery, 0 != (draw.m_submitFlags&BGFX_SUBMIT_INTERNAL_OCCLUSION_VISIBLE) ) )
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{
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continue;
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}
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