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https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Cleanup.
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@@ -3032,50 +3032,54 @@ namespace bgfx { namespace d3d11
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{
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const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
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ID3D11DeviceContext* deviceCtx = m_deviceCtx;
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// vertex texture fetch not supported on 9_1 through 9_3
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if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
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{
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m_deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
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m_deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
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deviceCtx->VSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
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deviceCtx->VSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
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}
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if (m_featureLevel > D3D_FEATURE_LEVEL_11_0)
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{
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m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
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D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
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, NULL
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, NULL
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, 16
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, maxTextureSamplers
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, s_zero.m_uav
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, NULL
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deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
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D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
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, NULL
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, NULL
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, 16
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, maxTextureSamplers
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, s_zero.m_uav
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, NULL
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);
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}
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m_deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
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m_deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
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deviceCtx->PSSetShaderResources(0, maxTextureSamplers, s_zero.m_srv);
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deviceCtx->PSSetSamplers(0, maxTextureSamplers, s_zero.m_sampler);
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}
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void commitTextureStage()
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{
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if (BX_ENABLED(BGFX_CONFIG_DEBUG))
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if (BX_ENABLED(BGFX_CONFIG_DEBUG) )
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{
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quietValidation();
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}
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const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
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ID3D11DeviceContext* deviceCtx = m_deviceCtx;
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// vertex texture fetch not supported on 9_1 through 9_3
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if (m_featureLevel > D3D_FEATURE_LEVEL_9_3)
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{
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m_deviceCtx->VSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
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m_deviceCtx->VSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
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deviceCtx->VSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
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deviceCtx->VSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
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}
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if (m_featureLevel > D3D_FEATURE_LEVEL_11_0)
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{
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m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
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D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
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deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
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D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL
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, NULL
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, NULL
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, 16
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@@ -3085,8 +3089,8 @@ namespace bgfx { namespace d3d11
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);
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}
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m_deviceCtx->PSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
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m_deviceCtx->PSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
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deviceCtx->PSSetShaderResources(0, maxTextureSamplers, m_textureStage.m_srv);
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deviceCtx->PSSetSamplers(0, maxTextureSamplers, m_textureStage.m_sampler);
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}
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void invalidateTextureStage()
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