08-update: Added blit test.
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5bc3b18227
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2df0a41918
@ -424,6 +424,10 @@ public:
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m_texture2dData = (uint8_t*)malloc(kTexture2dSize*kTexture2dSize*4);
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m_blitTestA = bgfx::createTexture2D(16, 16, false, 1, bgfx::TextureFormat::Enum::RGBA8, BGFX_TEXTURE_BLIT_DST);
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m_blitTestB = bgfx::createTexture2D(16, 16, false, 1, bgfx::TextureFormat::Enum::RGBA8, BGFX_TEXTURE_BLIT_DST);
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m_blitTestC = bgfx::createTexture2D(16, 16, false, 1, bgfx::TextureFormat::Enum::RGBA8, BGFX_TEXTURE_BLIT_DST);
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m_rr = m_rng.gen()%255;
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m_gg = m_rng.gen()%255;
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m_bb = m_rng.gen()%255;
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@ -449,6 +453,10 @@ public:
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// Cleanup.
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free(m_texture2dData);
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bgfx::destroy(m_blitTestA);
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bgfx::destroy(m_blitTestB);
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bgfx::destroy(m_blitTestC);
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
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{
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bgfx::destroy(m_textures[ii]);
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@ -461,7 +469,7 @@ public:
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bgfx::destroy(m_texture2d);
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for (uint32_t ii = 0; ii<BX_COUNTOF(m_textureCube); ++ii)
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textureCube); ++ii)
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{
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if (bgfx::isValid(m_textureCube[ii]))
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{
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@ -469,7 +477,7 @@ public:
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}
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}
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for (uint32_t ii = 0; ii<BX_COUNTOF(m_textureCubeFaceFb); ++ii)
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textureCubeFaceFb); ++ii)
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{
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if (bgfx::isValid(m_textureCubeFaceFb[ii]))
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{
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@ -479,15 +487,19 @@ public:
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bgfx::destroy(m_ibh);
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bgfx::destroy(m_vbh);
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if (bgfx::isValid(m_program3d) )
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{
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bgfx::destroy(m_program3d);
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}
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bgfx::destroy(m_programCmp);
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if (bgfx::isValid(m_programCompute) )
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{
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bgfx::destroy(m_programCompute);
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}
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bgfx::destroy(m_program);
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bgfx::destroy(u_time);
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bgfx::destroy(s_texColor);
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@ -909,6 +921,18 @@ public:
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ImGuiDescription(mtx[12], mtx[13], mtx[14], worldToScreen, descSampler[ii]);
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}
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bgfx::blit(1, m_blitTestA, 0, 0, m_blitTestB, 0, 0);
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bgfx::blit(1, m_blitTestC, 0, 0, m_blitTestA, 0, 0);
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bgfx::blit(1, m_blitTestA, 0, 0, m_blitTestB, 0, 0);
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bgfx::blit(1, m_blitTestB, 0, 0, m_blitTestC, 0, 0);
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bgfx::blit(1, m_blitTestA, 0, 0, m_blitTestB, 0, 0);
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bgfx::blit(1, m_blitTestB, 0, 0, m_blitTestA, 0, 0);
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bgfx::blit(1, m_blitTestB, 0, 0, m_blitTestA, 0, 0);
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bgfx::blit(1, m_blitTestC, 0, 0, m_blitTestB, 0, 0);
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imguiEndFrame();
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// Advance to next frame. Rendering thread will be kicked to
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@ -952,6 +976,9 @@ public:
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bgfx::TextureHandle m_textures3d[3];
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bgfx::TextureHandle m_texture2d;
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bgfx::TextureHandle m_textureCube[4];
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bgfx::TextureHandle m_blitTestA;
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bgfx::TextureHandle m_blitTestB;
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bgfx::TextureHandle m_blitTestC;
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bgfx::FrameBufferHandle m_textureCubeFaceFb[6];
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bgfx::IndexBufferHandle m_ibh;
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bgfx::VertexBufferHandle m_vbh;
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