Fixed build.

This commit is contained in:
Бранимир Караџић
2019-08-17 17:58:49 -07:00
parent 33ac8934ff
commit ff7497fb3e
3 changed files with 36 additions and 36 deletions

View File

@@ -2095,7 +2095,7 @@ namespace bgfx { namespace d3d11
deviceCtx->PSSetConstantBuffers(0, 1, &program.m_fsh->m_buffer);
VertexBufferD3D11& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layout.idx];
VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
uint32_t stride = layout.m_stride;
uint32_t offset = 0;
deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
@@ -2589,8 +2589,8 @@ namespace bgfx { namespace d3d11
}
uint64_t layoutHash = (uint64_t(_program.m_vsh->m_hash)<<32) | murmur.end();
ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
if (NULL == layout)
ID3D11InputLayout* inputLayout = m_inputLayoutCache.find(layoutHash);
if (NULL == inputLayout)
{
D3D11_INPUT_ELEMENT_DESC vertexElements[Attrib::Count+1+BGFX_CONFIG_MAX_INSTANCE_DATA_COUNT];
D3D11_INPUT_ELEMENT_DESC* elem = vertexElements;
@@ -2660,12 +2660,12 @@ namespace bgfx { namespace d3d11
, num
, _program.m_vsh->m_code->data
, _program.m_vsh->m_code->size
, &layout
, &inputLayout
) );
m_inputLayoutCache.add(layoutHash, layout);
m_inputLayoutCache.add(layoutHash, inputLayout);
}
m_deviceCtx->IASetInputLayout(layout);
m_deviceCtx->IASetInputLayout(inputLayout);
}
void setInputLayout(const VertexLayout& _layout, const ProgramD3D11& _program, uint16_t _numInstanceData)
@@ -3829,7 +3829,7 @@ namespace bgfx { namespace d3d11
void VertexBufferD3D11::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
{
m_layout = _layoutHandle;
m_layoutHandle = _layoutHandle;
uint16_t stride = isValid(_layoutHandle)
? s_renderD3D11->m_vertexLayouts[_layoutHandle.idx].m_stride
: 0
@@ -5893,16 +5893,16 @@ namespace bgfx { namespace d3d11
streamMask >>= ntz;
idx += ntz;
currentState.m_stream[idx].m_layout = draw.m_stream[idx].m_layout;
currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
const uint16_t handle = draw.m_stream[idx].m_handle.idx;
const VertexBufferD3D11& vb = m_vertexBuffers[handle];
const uint16_t decl = isValid(draw.m_stream[idx].m_layout)
? draw.m_stream[idx].m_layout.idx
: vb.m_layout.idx;
const VertexLayout& layout = m_vertexLayouts[decl];
const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
? draw.m_stream[idx].m_layoutHandle.idx
: vb.m_layoutHandle.idx;
const VertexLayout& layout = m_vertexLayouts[layoutIdx];
const uint32_t stride = layout.m_stride;
buffers[numStreams] = vb.m_ptr;

View File

@@ -1954,7 +1954,7 @@ namespace bgfx { namespace d3d12
| BGFX_STATE_DEPTH_TEST_ALWAYS
;
const VertexLayout* layouts[1] = { &m_vertexLayouts[_blitter.m_vb->layout.idx] };
const VertexLayout* layouts[1] = { &m_vertexLayouts[_blitter.m_vb->layoutHandle.idx] };
ID3D12PipelineState* pso = getPipelineState(state
, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT)
, 1
@@ -1992,8 +1992,8 @@ namespace bgfx { namespace d3d12
scratchBuffer.allocSrv(srvHandle, texture);
m_commandList->SetGraphicsRootDescriptorTable(Rdt::SRV, srvHandle);
VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
const VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layout.idx];
VertexBufferD3D12& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
const VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
D3D12_VERTEX_BUFFER_VIEW viewDesc;
viewDesc.BufferLocation = vb.m_gpuVA;
viewDesc.StrideInBytes = layout.m_stride;
@@ -3970,8 +3970,8 @@ namespace bgfx { namespace d3d12
VertexBufferD3D12& vb = s_renderD3D12->m_vertexBuffers[handle];
vb.setState(_commandList, D3D12_RESOURCE_STATE_GENERIC_READ);
uint16_t decl = !isValid(vb.m_layout) ? stream.m_layout.idx : vb.m_layout.idx;
const VertexLayout& layout = s_renderD3D12->m_vertexLayouts[decl];
const uint16_t layoutIdx = !isValid(vb.m_layoutHandle) ? stream.m_layoutHandle.idx : vb.m_layoutHandle.idx;
const VertexLayout& layout = s_renderD3D12->m_vertexLayouts[layoutIdx];
uint32_t stride = layout.m_stride;
D3D12_VERTEX_BUFFER_VIEW& vbv = _vbv[numStreams];
@@ -4445,7 +4445,7 @@ namespace bgfx { namespace d3d12
void VertexBufferD3D12::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle, uint16_t _flags)
{
BufferD3D12::create(_size, _data, _flags, true);
m_layout = _layoutHandle;
m_layoutHandle = _layoutHandle;
}
void ShaderD3D12::create(const Memory* _mem)
@@ -6268,16 +6268,16 @@ namespace bgfx { namespace d3d12
streamMask >>= ntz;
idx += ntz;
currentState.m_stream[idx].m_layout = draw.m_stream[idx].m_layout;
currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
uint16_t handle = draw.m_stream[idx].m_handle.idx;
const VertexBufferD3D12& vb = m_vertexBuffers[handle];
const uint16_t decl = isValid(draw.m_stream[idx].m_layout)
? draw.m_stream[idx].m_layout.idx
: vb.m_layout.idx;
const VertexLayout& layout = m_vertexLayouts[decl];
const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
? draw.m_stream[idx].m_layoutHandle.idx
: vb.m_layoutHandle.idx;
const VertexLayout& layout = m_vertexLayouts[layoutIdx];
layouts[numStreams] = &layout;
}

View File

@@ -1373,7 +1373,7 @@ namespace bgfx { namespace d3d9
DX_CHECK(device->SetPixelShader(program.m_fsh->m_pixelShader) );
VertexBufferD3D9& vb = m_vertexBuffers[_blitter.m_vb->handle.idx];
VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layout.idx];
VertexLayout& layout = m_vertexLayouts[_blitter.m_vb->layoutHandle.idx];
DX_CHECK(device->SetStreamSource(0, vb.m_ptr, 0, layout.m_stride) );
setInputLayout(layout, 0);
@@ -2344,7 +2344,7 @@ namespace bgfx { namespace d3d9
void VertexBufferD3D9::create(uint32_t _size, void* _data, VertexLayoutHandle _layoutHandle)
{
m_size = _size;
m_layout = _layoutHandle;
m_layoutHandle = _layoutHandle;
uint32_t usage = D3DUSAGE_WRITEONLY;
D3DPOOL pool = s_renderD3D9->m_pool;
@@ -4237,16 +4237,16 @@ namespace bgfx { namespace d3d9
streamMask >>= ntz;
idx += ntz;
currentState.m_stream[idx].m_layout = draw.m_stream[idx].m_layout;
currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
currentState.m_stream[idx].m_layoutHandle = draw.m_stream[idx].m_layoutHandle;
currentState.m_stream[idx].m_handle = draw.m_stream[idx].m_handle;
currentState.m_stream[idx].m_startVertex = draw.m_stream[idx].m_startVertex;
const uint16_t handle = draw.m_stream[idx].m_handle.idx;
const VertexBufferD3D9& vb = m_vertexBuffers[handle];
const uint16_t decl = isValid(draw.m_stream[idx].m_layout)
? draw.m_stream[idx].m_layout.idx
: vb.m_layout.idx;
const VertexLayout& layout = m_vertexLayouts[decl];
const uint16_t layoutIdx = isValid(draw.m_stream[idx].m_layoutHandle)
? draw.m_stream[idx].m_layoutHandle.idx
: vb.m_layoutHandle.idx;
const VertexLayout& layout = m_vertexLayouts[layoutIdx];
const uint32_t stride = layout.m_stride;
layouts[numStreams] = &layout;