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https://github.com/bkaradzic/bgfx.git
synced 2026-02-18 21:13:02 +01:00
RRenamed BX_CHECK to BX_ASSERT.
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@@ -2051,7 +2051,7 @@ namespace bgfx { namespace d3d11
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break;
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default:
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BX_CHECK(false, "Invalid handle type?! %d", _handle.type);
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BX_ASSERT(false, "Invalid handle type?! %d", _handle.type);
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break;
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}
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}
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@@ -3753,7 +3753,7 @@ namespace bgfx { namespace d3d11
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void BufferD3D11::update(uint32_t _offset, uint32_t _size, void* _data, bool _discard)
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{
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ID3D11DeviceContext* deviceCtx = s_renderD3D11->m_deviceCtx;
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BX_CHECK(m_dynamic, "Must be dynamic!");
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BX_ASSERT(m_dynamic, "Must be dynamic!");
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#if USE_D3D11_STAGING_BUFFER
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BX_UNUSED(_discard);
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@@ -4775,7 +4775,7 @@ namespace bgfx { namespace d3d11
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if (bimg::isDepth(bimg::TextureFormat::Enum(texture.m_textureFormat) ) )
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{
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BX_CHECK(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
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BX_ASSERT(NULL == m_dsv, "Frame buffer already has depth-stencil attached.");
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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dsvDesc.Format = s_textureFormat[texture.m_textureFormat].m_fmtDsv;
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@@ -5278,7 +5278,7 @@ namespace bgfx { namespace d3d11
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else
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{
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bool depthStencil = bimg::isDepth(bimg::TextureFormat::Enum(src.m_textureFormat) );
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BX_CHECK(!depthStencil
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BX_ASSERT(!depthStencil
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|| (width == src.m_width && height == src.m_height)
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, "When blitting depthstencil surface, source resolution must match destination."
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);
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