This commit is contained in:
Бранимир Караџић
2021-02-25 18:40:30 -08:00
parent 8d51de5c5d
commit f5cdf6e4bf

View File

@@ -3032,50 +3032,54 @@ namespace bgfx { namespace d3d11
{
const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
ID3D11DeviceContext* deviceCtx = m_deviceCtx;
// vertex texture fetch not supported on 9_1 through 9_3
if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
{
m_deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
m_deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
}
if (m_featureLevel > D3D_FEATURE_LEVEL_11_0)
{
m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
, NULL
, NULL
, 16
, maxTextureSamplers
, s_zero.m_uav
, NULL
deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
, NULL
, NULL
, 16
, maxTextureSamplers
, s_zero.m_uav
, NULL
);
}
m_deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
m_deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
}
void commitTextureStage()
{
if (BX_ENABLED(BGFX_CONFIG_DEBUG))
if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
{
quietValidation();
}
const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
ID3D11DeviceContext* deviceCtx = m_deviceCtx;
// vertex texture fetch not supported on 9_1 through 9_3
if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
{
m_deviceCtx->VSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
m_deviceCtx->VSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
deviceCtx->VSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
deviceCtx->VSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
}
if (m_featureLevel > D3D_FEATURE_LEVEL_11_0)
{
m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
, NULL
, NULL
, 16
@@ -3085,8 +3089,8 @@ namespace bgfx { namespace d3d11
);
}
m_deviceCtx->PSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
m_deviceCtx->PSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
deviceCtx->PSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
deviceCtx->PSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
}
void invalidateTextureStage()