mirror of https://github.com/bkaradzic/bgfx
Cleanup.
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@ -210,7 +210,7 @@ namespace bgfx
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#if BGFX_CONFIG_MEMORY_TRACKING
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// BK - CallbackStub will be deleted after printing this info, so there is always one
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// leak if CallbackStub is used.
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BX_WARN( (NULL != s_callbackStub ? 1 : 0) == m_numBlocks
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BX_WARN(uint32_t(NULL != s_callbackStub ? 1 : 0) == m_numBlocks
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, "MEMORY LEAK: %d (max: %d)"
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, m_numBlocks
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, m_maxBlocks
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@ -71,25 +71,12 @@ vec2 unpackHalf2x16(uint _x)
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#define NUM_THREADS(_x, _y, _z) [numthreads(_x, _y, _z)]
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#define __IMAGE_IMPL(_textureType, _storeComponents, _type, _loadComponents) \
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_type imageLoad(Texture2D<_textureType> _image, ivec2 _uv) \
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{ \
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return _image.mips[0][_uv]._loadComponents; \
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} \
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\
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void imageStore(RWTexture2D<_textureType> _image, ivec2 _uv, _type _value) \
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{ \
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_image[_uv] = _value._storeComponents; \
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} \
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\
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_type imageLoad(Texture3D<_textureType> _image, ivec3 _uv) \
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{ \
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return _image.mips[0][_uv]._loadComponents; \
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} \
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\
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void imageStore(RWTexture3D<_textureType> _image, ivec3 _uv, _type _value) \
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{ \
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_image[_uv] = _value._storeComponents; \
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}
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_type imageLoad( Texture2D<_textureType> _image, ivec2 _uv) { return _image[_uv ]._loadComponents; } \
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_type imageLoad( Texture3D<_textureType> _image, ivec3 _uvw) { return _image[_uvw]._loadComponents; } \
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_type imageLoad(RWTexture2D<_textureType> _image, ivec2 _uv) { return _image[_uv ]._loadComponents; } \
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_type imageLoad(RWTexture3D<_textureType> _image, ivec3 _uvw, _type _value) { return _image[_uvw]._loadComponents; } \
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void imageStore(RWTexture2D<_textureType> _image, ivec2 _uv, _type _value) { _image[_uv ] = _value._storeComponents; } \
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void imageStore(RWTexture3D<_textureType> _image, ivec3 _uvw, _type _value) { _image[_uvw] = _value._storeComponents; }
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__IMAGE_IMPL(float, x, vec4, xxxx)
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__IMAGE_IMPL(vec2, xy, vec4, xyyy)
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@ -104,12 +91,6 @@ __IMAGE_IMPL(ivec2, xy, ivec4, xyyy)
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__IMAGE_IMPL(ivec3, xyz, ivec4, xyzz)
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__IMAGE_IMPL(ivec4, xyzw, ivec4, xyzw)
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uint4 imageLoad(RWTexture2D<uint> _image, ivec2 _uv)
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{
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uint rr = _image[_uv.xy];
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return uint4(rr, rr, rr, rr);
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}
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ivec2 imageSize(Texture2D _image)
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{
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ivec2 result;
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