mirror of https://github.com/bkaradzic/bgfx
Renamed BGFX_TEXTURE_RT_BUFFER_ONLY to more descriptive BGFX_TEXTURE_RT_WRITE_ONLY.
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96d5da63ab
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fbace33048
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@ -205,7 +205,7 @@ class HDR : public entry::AppI
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m_mesh = meshLoad("meshes/bunny.bin");
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m_fbtextures[0] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
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m_fbtextures[1] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY);
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m_fbtextures[1] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY);
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m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
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m_lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
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@ -308,7 +308,7 @@ class HDR : public entry::AppI
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bgfx::destroyFrameBuffer(m_fbh);
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m_fbtextures[0] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::BGRA8, ( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT)|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
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m_fbtextures[1] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
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m_fbtextures[1] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
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m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
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}
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@ -1898,7 +1898,7 @@ int _main_(int _argc, char** _argv)
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bgfx::TextureHandle fbtextures[] =
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{
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bgfx::createTexture2D(viewState.m_width, viewState.m_height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_RT),
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bgfx::createTexture2D(viewState.m_width, viewState.m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
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bgfx::createTexture2D(viewState.m_width, viewState.m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY),
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};
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s_stencilFb = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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@ -2092,7 +2092,7 @@ int _main_(int _argc, char** _argv)
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bgfx::destroyFrameBuffer(s_stencilFb);
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fbtextures[0] = bgfx::createTexture2D(viewState.m_width, viewState.m_height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_RT);
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fbtextures[1] = bgfx::createTexture2D(viewState.m_width, viewState.m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY);
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fbtextures[1] = bgfx::createTexture2D(viewState.m_width, viewState.m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY);
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s_stencilFb = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
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@ -148,7 +148,7 @@ int _main_(int _argc, char** _argv)
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bgfx::TextureHandle fbtextures[] =
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{
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shadowMapTexture,
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bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
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bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY),
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};
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shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
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@ -300,7 +300,7 @@
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#define BGFX_TEXTURE_RT_MSAA_X16 UINT32_C(0x00005000) //!<
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#define BGFX_TEXTURE_RT_MSAA_SHIFT 12 //!<
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#define BGFX_TEXTURE_RT_MSAA_MASK UINT32_C(0x00007000) //!<
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#define BGFX_TEXTURE_RT_BUFFER_ONLY UINT32_C(0x00008000) //!<
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#define BGFX_TEXTURE_RT_WRITE_ONLY UINT32_C(0x00008000) //!<
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#define BGFX_TEXTURE_RT_MASK UINT32_C(0x0000f000) //!<
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#define BGFX_TEXTURE_COMPARE_LESS UINT32_C(0x00010000) //!<
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#define BGFX_TEXTURE_COMPARE_LEQUAL UINT32_C(0x00020000) //!<
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@ -4009,7 +4009,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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}
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}
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const bool bufferOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_BUFFER_ONLY|BGFX_TEXTURE_READ_BACK) );
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const bool writeOnly = 0 != (m_flags&(BGFX_TEXTURE_RT_WRITE_ONLY|BGFX_TEXTURE_READ_BACK) );
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const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
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const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
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const bool srgb = 0 != (m_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
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@ -4053,7 +4053,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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desc.Format = format;
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desc.SampleDesc = msaa;
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desc.Usage = kk == 0 || blit ? D3D11_USAGE_DEFAULT : D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = bufferOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
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desc.BindFlags = writeOnly ? 0 : D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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if (isDepth( (TextureFormat::Enum)m_textureFormat) )
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@ -4126,7 +4126,7 @@ BX_PRAGMA_DIAGNOSTIC_POP();
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break;
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}
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if (!bufferOnly)
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if (!writeOnly)
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{
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DX_CHECK(s_renderD3D11->m_device->CreateShaderResourceView(m_ptr, &srvd, &m_srv) );
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}
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@ -1860,8 +1860,8 @@ data.NumQualityLevels = 0;
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if (isValid(frameBuffer.m_depth) )
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{
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TextureD3D12& texture = m_textures[frameBuffer.m_depth.idx];
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const bool bufferOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
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if (!bufferOnly)
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const bool writeOnly = 0 != (texture.m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
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if (!writeOnly)
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{
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texture.setState(m_commandList, D3D12_RESOURCE_STATE_DEPTH_READ);
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}
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@ -3801,7 +3801,7 @@ data.NumQualityLevels = 0;
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blockHeight = blockInfo.blockHeight;
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}
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const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
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const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
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const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE);
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const bool renderTarget = 0 != (m_flags&BGFX_TEXTURE_RT_MASK);
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@ -3813,7 +3813,7 @@ data.NumQualityLevels = 0;
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, textureHeight
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, imageContainer.m_cubeMap ? "x6" : ""
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, renderTarget ? 'x' : ' '
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, bufferOnly ? 'x' : ' '
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, writeOnly ? 'x' : ' '
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, computeWrite ? 'x' : ' '
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, swizzle ? " (swizzle BGRA8 -> RGBA8)" : ""
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);
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@ -3969,7 +3969,7 @@ data.NumQualityLevels = 0;
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resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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}
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if (bufferOnly)
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if (writeOnly)
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{
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resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
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state &= ~D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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@ -2431,10 +2431,10 @@ namespace bgfx { namespace d3d9
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uint32_t msaaQuality = ( (m_flags&BGFX_TEXTURE_RT_MSAA_MASK)>>BGFX_TEXTURE_RT_MSAA_SHIFT);
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msaaQuality = bx::uint32_satsub(msaaQuality, 1);
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bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
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bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
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if (0 != msaaQuality
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|| bufferOnly)
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|| writeOnly)
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{
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const Msaa& msaa = s_msaa[msaaQuality];
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@ -2465,7 +2465,7 @@ namespace bgfx { namespace d3d9
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) );
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}
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if (bufferOnly)
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if (writeOnly)
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{
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// This is render buffer, there is no sampling, no need
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// to create texture.
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@ -2841,7 +2841,7 @@ namespace bgfx { namespace d3d9
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, 0 != (m_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
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);
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if (0 != (_flags&BGFX_TEXTURE_RT_BUFFER_ONLY) )
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if (0 != (_flags&BGFX_TEXTURE_RT_WRITE_ONLY) )
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{
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return;
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}
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@ -3948,10 +3948,10 @@ namespace bgfx { namespace gl
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m_requestedFormat =
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m_textureFormat = uint8_t(_format);
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const bool bufferOnly = 0 != (m_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
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const bool writeOnly = 0 != (m_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
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const bool computeWrite = 0 != (m_flags&BGFX_TEXTURE_COMPUTE_WRITE );
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if (!bufferOnly)
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if (!writeOnly)
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{
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GL_CHECK(glGenTextures(1, &m_id) );
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BX_CHECK(0 != m_id, "Failed to generate texture id.");
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@ -4025,7 +4025,7 @@ namespace bgfx { namespace gl
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msaaQuality = bx::uint32_min(s_renderGL->m_maxMsaa, msaaQuality == 0 ? 0 : 1<<msaaQuality);
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if (0 != msaaQuality
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|| bufferOnly)
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|| writeOnly)
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{
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GL_CHECK(glGenRenderbuffers(1, &m_rbo) );
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BX_CHECK(0 != m_rbo, "Failed to generate renderbuffer id.");
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@ -4051,7 +4051,7 @@ namespace bgfx { namespace gl
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GL_CHECK(glBindRenderbuffer(GL_RENDERBUFFER, 0) );
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if (bufferOnly)
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if (writeOnly)
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{
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// This is render buffer, there is no sampling, no need
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// to create texture.
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@ -1887,7 +1887,7 @@ namespace bgfx { namespace mtl
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, 0 != (_flags&BGFX_TEXTURE_RT_MASK) ? " (render target)" : ""
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);
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const bool bufferOnly = 0 != (_flags&BGFX_TEXTURE_RT_BUFFER_ONLY);
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const bool writeOnly = 0 != (_flags&BGFX_TEXTURE_RT_WRITE_ONLY);
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// const bool computeWrite = 0 != (_flags&BGFX_TEXTURE_COMPUTE_WRITE);
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// const bool renderTarget = 0 != (_flags&BGFX_TEXTURE_RT_MASK);
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const bool srgb = 0 != (_flags&BGFX_TEXTURE_SRGB) || imageContainer.m_srgb;
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@ -1919,11 +1919,11 @@ namespace bgfx { namespace mtl
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desc.resourceOptions = MTLResourceStorageModePrivate;
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desc.cpuCacheMode = MTLCPUCacheModeDefaultCache;
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desc.storageMode = (MTLStorageMode)(bufferOnly
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desc.storageMode = (MTLStorageMode)(writeOnly
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? 2 /*MTLStorageModePrivate*/
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: 1 /*MTLStorageModeManaged*/
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);
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desc.usage = bufferOnly
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desc.usage = writeOnly
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? MTLTextureUsageShaderWrite
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: MTLTextureUsageShaderRead
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;
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