Separating sampler flags from texture creation flags.

This commit is contained in:
Branimir Karadžić
2018-08-20 17:12:26 -07:00
parent 2a3fb9c0f9
commit 4433b5bcdc
27 changed files with 249 additions and 243 deletions

View File

@@ -1347,7 +1347,7 @@ namespace bgfx { namespace d3d9
uint8_t flags = predefined.m_type;
setShaderUniform(flags, predefined.m_loc, proj, 4);
m_textures[_blitter.m_texture.idx].commit(0, BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER, NULL);
m_textures[_blitter.m_texture.idx].commit(0, BGFX_SAMPLER_INTERNAL_DEFAULT, NULL);
}
void blitRender(TextVideoMemBlitter& _blitter, uint32_t _numIndices) override
@@ -1696,18 +1696,18 @@ namespace bgfx { namespace d3d9
void setSamplerState(uint8_t _stage, uint32_t _flags, const float _rgba[4])
{
const uint32_t flags = _flags&( (~BGFX_TEXTURE_RESERVED_MASK) | BGFX_TEXTURE_SAMPLER_BITS_MASK | BGFX_TEXTURE_SRGB);
const uint32_t flags = _flags&( (~BGFX_SAMPLER_RESERVED_MASK) | BGFX_SAMPLER_BITS_MASK | BGFX_TEXTURE_SRGB);
BX_CHECK(_stage < BX_COUNTOF(m_samplerFlags), "");
if (m_samplerFlags[_stage] != flags)
{
m_samplerFlags[_stage] = flags;
IDirect3DDevice9* device = m_device;
D3DTEXTUREADDRESS tau = s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT];
D3DTEXTUREADDRESS tav = s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT];
D3DTEXTUREADDRESS taw = s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT];
D3DTEXTUREFILTERTYPE minFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIN_MASK)>>BGFX_TEXTURE_MIN_SHIFT];
D3DTEXTUREFILTERTYPE magFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MAG_MASK)>>BGFX_TEXTURE_MAG_SHIFT];
D3DTEXTUREFILTERTYPE mipFilter = s_textureFilter[(_flags&BGFX_TEXTURE_MIP_MASK)>>BGFX_TEXTURE_MIP_SHIFT];
D3DTEXTUREADDRESS tau = s_textureAddress[(_flags&BGFX_SAMPLER_U_MASK)>>BGFX_SAMPLER_U_SHIFT];
D3DTEXTUREADDRESS tav = s_textureAddress[(_flags&BGFX_SAMPLER_V_MASK)>>BGFX_SAMPLER_V_SHIFT];
D3DTEXTUREADDRESS taw = s_textureAddress[(_flags&BGFX_SAMPLER_W_MASK)>>BGFX_SAMPLER_W_SHIFT];
D3DTEXTUREFILTERTYPE minFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MIN_MASK)>>BGFX_SAMPLER_MIN_SHIFT];
D3DTEXTUREFILTERTYPE magFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MAG_MASK)>>BGFX_SAMPLER_MAG_SHIFT];
D3DTEXTUREFILTERTYPE mipFilter = s_textureFilter[(_flags&BGFX_SAMPLER_MIP_MASK)>>BGFX_SAMPLER_MIP_SHIFT];
setSamplerState(device, _stage, D3DSAMP_ADDRESSU, tau);
setSamplerState(device, _stage, D3DSAMP_ADDRESSV, tav);
@@ -3107,11 +3107,11 @@ namespace bgfx { namespace d3d9
void TextureD3D9::commit(uint8_t _stage, uint32_t _flags, const float _palette[][4])
{
uint32_t flags = 0 == (BGFX_TEXTURE_INTERNAL_DEFAULT_SAMPLER & _flags)
uint32_t flags = 0 == (BGFX_SAMPLER_INTERNAL_DEFAULT & _flags)
? _flags
: m_flags
;
uint32_t index = (flags & BGFX_TEXTURE_BORDER_COLOR_MASK) >> BGFX_TEXTURE_BORDER_COLOR_SHIFT;
uint32_t index = (flags & BGFX_SAMPLER_BORDER_COLOR_MASK) >> BGFX_SAMPLER_BORDER_COLOR_SHIFT;
s_renderD3D9->setSamplerState(_stage, flags, _palette[index]);
IDirect3DDevice9* device = s_renderD3D9->m_device;