Added MSAA render target settings.
This commit is contained in:
parent
63a76ae99d
commit
8190f3dcd8
@ -71,6 +71,8 @@ namespace bgfx
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#define BGFX_STATE_POINT_SIZE_SHIFT 44
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#define BGFX_STATE_POINT_SIZE_MASK UINT64_C(0x000ff00000000000)
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#define BGFX_STATE_SRGBWRITE UINT64_C(0x0010000000000000)
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#define BGFX_STATE_NONE UINT64_C(0x0000000000000000)
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#define BGFX_STATE_MASK UINT64_C(0xffffffffffffffff)
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#define BGFX_STATE_DEFAULT (0 \
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@ -112,6 +114,7 @@ namespace bgfx
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#define BGFX_TEXTURE_MIP_POINT UINT32_C(0x00010000)
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#define BGFX_TEXTURE_MIP_SHIFT 16
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#define BGFX_TEXTURE_MIP_MASK UINT32_C(0x00010000)
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#define BGFX_TEXTURE_SRGB UINT32_C(0x00020000)
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#define BGFX_RENDER_TARGET_NONE UINT32_C(0x00000000)
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#define BGFX_RENDER_TARGET_COLOR_RGBA UINT32_C(0x00000001)
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@ -121,6 +124,13 @@ namespace bgfx
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#define BGFX_RENDER_TARGET_DEPTH UINT32_C(0x00000100)
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#define BGFX_RENDER_TARGET_DEPTH_SHIFT 8
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#define BGFX_RENDER_TARGET_DEPTH_MASK UINT32_C(0x0000ff00)
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#define BGFX_RENDER_TARGET_MSAA_X2 UINT32_C(0x00010000)
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#define BGFX_RENDER_TARGET_MSAA_X4 UINT32_C(0x00020000)
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#define BGFX_RENDER_TARGET_MSAA_X8 UINT32_C(0x00030000)
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#define BGFX_RENDER_TARGET_MSAA_X16 UINT32_C(0x00040000)
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#define BGFX_RENDER_TARGET_MSAA_SHIFT 16
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#define BGFX_RENDER_TARGET_MSAA_MASK UINT32_C(0x00070000)
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#define BGFX_RENDER_TARGET_SRGBWRITE UINT32_C(0x00080000)
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#define BGFX_RESET_NONE UINT32_C(0x00000000)
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#define BGFX_RESET_FULLSCREEN UINT32_C(0x00000001)
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@ -730,7 +730,7 @@ namespace bgfx
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m_render->destroy();
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}
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#if BX_PLATFORM_WINDOWS
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#if BX_PLATFORM_WINDOWS|BX_PLATFORM_XBOX360
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DWORD WINAPI renderThread(LPVOID)
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#else
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void* renderThread(void*)
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@ -118,6 +118,7 @@ namespace bgfx
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void release(Memory* _mem);
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void saveTga(const char* _filePath, uint32_t _width, uint32_t _height, uint32_t _pitch, const void* _data);
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const char* getAttribName(Attrib::Enum _attr);
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bool renderFrame();
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inline uint32_t uint16_min(uint16_t _a, uint16_t _b)
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{
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@ -24,7 +24,7 @@ namespace bgfx
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1,
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};
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static const D3DMULTISAMPLE_TYPE s_msaa[] =
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static const D3DMULTISAMPLE_TYPE s_checkMsaa[] =
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{
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D3DMULTISAMPLE_NONE,
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D3DMULTISAMPLE_2_SAMPLES,
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@ -33,6 +33,15 @@ namespace bgfx
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D3DMULTISAMPLE_16_SAMPLES,
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};
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static Msaa s_msaa[] =
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{
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{ D3DMULTISAMPLE_NONE, 0 },
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{ D3DMULTISAMPLE_2_SAMPLES, 0 },
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{ D3DMULTISAMPLE_4_SAMPLES, 0 },
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{ D3DMULTISAMPLE_8_SAMPLES, 0 },
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{ D3DMULTISAMPLE_16_SAMPLES, 0 },
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};
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static const D3DBLEND s_blendFactor[] =
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{
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(D3DBLEND)0, // ignored
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@ -106,7 +115,9 @@ namespace bgfx
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, m_fmtINTZ(false)
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, m_fmtRAWZ(false)
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, m_flags(BGFX_RESET_NONE)
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, m_rtMsaa(false)
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{
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m_rt.idx = invalidHandle;
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}
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void init()
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@ -117,7 +128,7 @@ namespace bgfx
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m_params.BackBufferHeight = BGFX_DEFAULT_HEIGHT;
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m_params.BackBufferFormat = D3DFMT_X8R8G8B8;
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m_params.BackBufferCount = 1;
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m_params.MultiSampleType = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
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m_params.MultiSampleType = D3DMULTISAMPLE_NONE;
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m_params.MultiSampleQuality = 0;
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m_params.EnableAutoDepthStencil = TRUE;
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m_params.AutoDepthStencilFormat = D3DFMT_D24S8;
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@ -295,6 +306,34 @@ namespace bgfx
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m_initialized = false;
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}
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void updateMsaa()
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{
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for (uint32_t ii = 1; ii < countof(s_checkMsaa); ++ii)
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{
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D3DMULTISAMPLE_TYPE msaa = s_checkMsaa[ii];
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DWORD quality;
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HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter
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, m_deviceType
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, m_params.BackBufferFormat
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, m_params.Windowed
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, msaa
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, &quality
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);
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if (SUCCEEDED(hr) )
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{
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s_msaa[ii].m_type = msaa;
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s_msaa[ii].m_quality = uint32_imax(0, quality-1);
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}
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else
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{
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s_msaa[ii].m_type = D3DMULTISAMPLE_NONE;
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s_msaa[ii].m_quality = 0;
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}
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}
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}
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void updateResolution(const Resolution& _resolution)
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{
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if (m_params.BackBufferWidth != _resolution.m_width
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@ -321,16 +360,11 @@ namespace bgfx
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m_params.FullScreen_RefreshRateInHz = BGFX_RESET_FULLSCREEN == (m_flags&BGFX_RESET_FULLSCREEN_MASK) ? 60 : 0;
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m_params.PresentationInterval = !!(m_flags&BGFX_RESET_VSYNC) ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
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D3DMULTISAMPLE_TYPE msaa = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
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HRESULT hr = m_d3d9->CheckDeviceMultiSampleType(m_adapter
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, m_deviceType
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, m_params.BackBufferFormat
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, m_params.Windowed
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, msaa
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, NULL
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);
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updateMsaa();
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m_params.MultiSampleType = SUCCEEDED(hr) ? msaa : D3DMULTISAMPLE_NONE;
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Msaa& msaa = s_msaa[(m_flags&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT];
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m_params.MultiSampleType = msaa.m_type;
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m_params.MultiSampleQuality = msaa.m_quality;
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preReset();
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DX_CHECK(m_device->Reset(&m_params) );
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@ -338,9 +372,9 @@ namespace bgfx
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}
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}
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void setRenderTarget(RenderTargetHandle _rt)
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void setRenderTarget(RenderTargetHandle _rt, bool _msaa = true)
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{
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if (_rt.idx == bgfx::invalidHandle)
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if (_rt.idx == invalidHandle)
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{
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DX_CHECK(m_device->SetRenderTarget(0, m_backBufferColor) );
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DX_CHECK(m_device->SetDepthStencilSurface(m_backBufferDepthStencil) );
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@ -348,9 +382,31 @@ namespace bgfx
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else
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{
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RenderTarget& renderTarget = m_renderTargets[_rt.idx];
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if (_msaa
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&& renderTarget.m_rt != NULL)
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{
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DX_CHECK(m_device->SetRenderTarget(0, renderTarget.m_rt) );
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}
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else
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{
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DX_CHECK(m_device->SetRenderTarget(0, renderTarget.m_color) );
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}
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DX_CHECK(m_device->SetDepthStencilSurface(NULL != renderTarget.m_depth ? renderTarget.m_depth : m_backBufferDepthStencil) );
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}
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if (m_rt.idx != invalidHandle
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&& m_rt.idx != _rt.idx
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&& m_rtMsaa)
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{
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RenderTarget& renderTarget = m_renderTargets[m_rt.idx];
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if (renderTarget.m_rt != NULL)
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{
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renderTarget.resolve();
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}
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}
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m_rt = _rt;
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m_rtMsaa = _msaa;
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}
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void setShaderConstantF(uint8_t _flags, uint16_t _regIndex, const float* _val, uint16_t _numRegs)
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@ -566,6 +622,8 @@ namespace bgfx
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void* m_uniforms[BGFX_CONFIG_MAX_UNIFORMS];
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TextVideoMem m_textVideoMem;
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RenderTargetHandle m_rt;
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bool m_rtMsaa;
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};
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static RendererContext s_renderCtx;
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@ -895,6 +953,7 @@ namespace bgfx
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m_minFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
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m_magFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
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m_mipFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
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m_srgb = (_flags&BGFX_TEXTURE_SRGB) == BGFX_TEXTURE_SRGB;
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Dds dds;
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@ -1072,6 +1131,7 @@ namespace bgfx
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DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MIPFILTER, m_mipFilter) );
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DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSU, m_tau) );
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DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSV, m_tav) );
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DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_SRGBTEXTURE, m_srgb) );
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DX_CHECK(s_renderCtx.m_device->SetTexture(_stage, m_ptr) );
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}
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@ -1088,9 +1148,27 @@ namespace bgfx
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{
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if (0 != m_flags)
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{
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m_msaa = s_msaa[(m_flags&BGFX_RENDER_TARGET_MSAA_MASK)>>BGFX_RENDER_TARGET_MSAA_SHIFT];
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uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
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uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
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// CheckDeviceFormat D3DUSAGE_SRGBWRITE
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if (D3DMULTISAMPLE_NONE != m_msaa.m_type)
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{
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DX_CHECK(s_renderCtx.m_device->CreateRenderTarget(m_width
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, m_height
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, s_colorFormat[colorFormat]
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, m_msaa.m_type
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, m_msaa.m_quality
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, false
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, &m_rt
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, NULL
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) );
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BGFX_FATAL(m_rt, bgfx::Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create MSAA render target.");
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}
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if (0 < colorFormat)
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{
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DX_CHECK(s_renderCtx.m_device->CreateTexture(m_width
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@ -1110,19 +1188,15 @@ namespace bgfx
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if (0 < depthFormat)
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{
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DX_CHECK(s_renderCtx.m_device->CreateTexture(m_width
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DX_CHECK(s_renderCtx.m_device->CreateDepthStencilSurface(m_width
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, m_height
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, 1
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, D3DUSAGE_DEPTHSTENCIL
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, s_depthFormat[depthFormat] // s_renderCtx.m_fmtDepth
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, D3DPOOL_DEFAULT
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, &m_depthTexture
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, m_msaa.m_type
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, m_msaa.m_quality
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, FALSE
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, &m_depth
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, NULL
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) );
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BGFX_FATAL(m_depthTexture, bgfx::Fatal::D3D9_UnableToCreateRenderTarget, "Unable to create depth render target.");
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DX_CHECK(m_depthTexture->GetSurfaceLevel(0, &m_depth)) ;
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}
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}
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}
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@ -1134,6 +1208,11 @@ namespace bgfx
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uint32_t colorFormat = (m_flags&BGFX_RENDER_TARGET_COLOR_MASK)>>BGFX_RENDER_TARGET_COLOR_SHIFT;
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uint32_t depthFormat = (m_flags&BGFX_RENDER_TARGET_DEPTH_MASK)>>BGFX_RENDER_TARGET_DEPTH_SHIFT;
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if (D3DMULTISAMPLE_NONE != m_msaa.m_type)
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{
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DX_RELEASE(m_rt, 0);
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}
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if (0 < colorFormat)
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{
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DX_RELEASE(m_color, 1);
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@ -1142,8 +1221,7 @@ namespace bgfx
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if (0 < depthFormat)
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{
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DX_RELEASE(m_depth, 1);
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DX_RELEASE(m_depthTexture, 0);
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DX_RELEASE(m_depth, 0);
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}
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}
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}
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@ -1155,9 +1233,20 @@ namespace bgfx
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DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_MIPFILTER, D3DTEXF_POINT) );
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DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP) );
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DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP) );
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DX_CHECK(s_renderCtx.m_device->SetSamplerState(_stage, D3DSAMP_SRGBTEXTURE, (m_flags&BGFX_RENDER_TARGET_SRGBWRITE) == BGFX_RENDER_TARGET_SRGBWRITE) );
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DX_CHECK(s_renderCtx.m_device->SetTexture(_stage, m_colorTexture) );
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}
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void RenderTarget::resolve()
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{
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DX_CHECK(s_renderCtx.m_device->StretchRect(m_rt
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, NULL
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, m_color
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, NULL
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, D3DTEXF_LINEAR
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) );
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}
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void ConstantBuffer::commit(bool _force)
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{
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reset();
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@ -1233,7 +1322,7 @@ namespace bgfx
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uint32_t height = s_renderCtx.m_params.BackBufferHeight;
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RenderTargetHandle rt = BGFX_INVALID_HANDLE;
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s_renderCtx.setRenderTarget(rt);
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s_renderCtx.setRenderTarget(rt, false);
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D3DVIEWPORT9 vp;
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vp.X = 0;
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@ -1564,7 +1653,7 @@ namespace bgfx
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if ( (BGFX_STATE_CULL_MASK|BGFX_STATE_DEPTH_WRITE|BGFX_STATE_DEPTH_TEST_MASK
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|BGFX_STATE_ALPHA_MASK|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE
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|BGFX_STATE_BLEND_MASK|BGFX_STATE_ALPHA_REF_MASK|BGFX_STATE_PT_MASK
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|BGFX_STATE_POINT_SIZE_MASK) & changedFlags)
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|BGFX_STATE_POINT_SIZE_MASK|BGFX_STATE_SRGBWRITE) & changedFlags)
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{
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if (BGFX_STATE_CULL_MASK & changedFlags)
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{
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@ -1602,6 +1691,11 @@ namespace bgfx
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DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_POINTSIZE, *( (DWORD*)&pointSize) ) );
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}
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if (BGFX_STATE_SRGBWRITE & changedFlags)
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{
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DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SRGBWRITEENABLE, (newFlags&BGFX_STATE_SRGBWRITE) == BGFX_STATE_SRGBWRITE) );
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}
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if ( (BGFX_STATE_ALPHA_WRITE|BGFX_STATE_RGB_WRITE) & changedFlags)
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{
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uint32_t writeEnable = (newFlags&BGFX_STATE_ALPHA_WRITE) ? D3DCOLORWRITEENABLE_ALPHA : 0;
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@ -61,9 +61,9 @@ typedef DWORD (WINAPI *D3DPERF_GetStatusFunc)();
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# define D3DMULTISAMPLE_8_SAMPLES D3DMULTISAMPLE_4_SAMPLES
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# define D3DMULTISAMPLE_16_SAMPLES D3DMULTISAMPLE_4_SAMPLES
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# define _PIX_SETMARKER(_col, _name)
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# define _PIX_BEGINEVENT(_col, _name)
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# define _PIX_ENDEVENT()
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# define _PIX_SETMARKER(_col, _name) do {} while(0)
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# define _PIX_BEGINEVENT(_col, _name) do {} while(0)
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# define _PIX_ENDEVENT() do {} while(0)
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#endif // BX_PLATFORM_
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namespace bgfx
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@ -100,6 +100,12 @@ namespace bgfx
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} \
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} while (0)
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struct Msaa
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{
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D3DMULTISAMPLE_TYPE m_type;
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DWORD m_quality;
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};
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struct IndexBuffer
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{
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IndexBuffer()
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@ -270,14 +276,15 @@ namespace bgfx
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D3DTEXTUREFILTERTYPE m_mipFilter;
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D3DTEXTUREADDRESS m_tau;
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D3DTEXTUREADDRESS m_tav;
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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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: m_colorTexture(NULL)
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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_width(0)
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, m_height(0)
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@ -306,10 +313,12 @@ namespace bgfx
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}
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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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uint16_t m_width;
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uint16_t m_height;
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|
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