Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
A
angle
Project
Overview
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
Chen Yisong
angle
Commits
26533604
Commit
26533604
authored
Sep 09, 2013
by
Geoff Lang
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Renamed some Blit11 types and methods to imply they are for blitting (as opposed to swizzleing).
parent
91db708c
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
53 additions
and
53 deletions
+53
-53
Blit11.cpp
src/libGLESv2/renderer/d3d11/Blit11.cpp
+48
-48
Blit11.h
src/libGLESv2/renderer/d3d11/Blit11.h
+5
-5
No files found.
src/libGLESv2/renderer/d3d11/Blit11.cpp
View file @
26533604
...
@@ -162,7 +162,7 @@ static void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &source
...
@@ -162,7 +162,7 @@ static void Write3DVertices(const gl::Box &sourceArea, const gl::Extents &source
}
}
Blit11
::
Blit11
(
rx
::
Renderer11
*
renderer
)
Blit11
::
Blit11
(
rx
::
Renderer11
*
renderer
)
:
mRenderer
(
renderer
),
mShaderMap
(
compareBlitParameters
),
mVertexBuffer
(
NULL
),
:
mRenderer
(
renderer
),
m
Blit
ShaderMap
(
compareBlitParameters
),
mVertexBuffer
(
NULL
),
mPointSampler
(
NULL
),
mLinearSampler
(
NULL
),
mScissorEnabledRasterizerState
(
NULL
),
mPointSampler
(
NULL
),
mLinearSampler
(
NULL
),
mScissorEnabledRasterizerState
(
NULL
),
mScissorDisabledRasterizerState
(
NULL
),
mDepthStencilState
(
NULL
),
mScissorDisabledRasterizerState
(
NULL
),
mDepthStencilState
(
NULL
),
mQuad2DIL
(
NULL
),
mQuad2DVS
(
NULL
),
mDepthPS
(
NULL
),
mQuad2DIL
(
NULL
),
mQuad2DVS
(
NULL
),
mDepthPS
(
NULL
),
...
@@ -342,14 +342,14 @@ bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &source
...
@@ -342,14 +342,14 @@ bool Blit11::copyTexture(ID3D11ShaderResourceView *source, const gl::Box &source
parameters
.
mSignedInteger
=
gl
::
GetComponentType
(
sourceInternalFormat
,
mRenderer
->
getCurrentClientVersion
())
==
GL_INT
;
parameters
.
mSignedInteger
=
gl
::
GetComponentType
(
sourceInternalFormat
,
mRenderer
->
getCurrentClientVersion
())
==
GL_INT
;
parameters
.
m3DBlit
=
sourceArea
.
depth
>
1
;
parameters
.
m3DBlit
=
sourceArea
.
depth
>
1
;
BlitShaderMap
::
const_iterator
i
=
mShaderMap
.
find
(
parameters
);
BlitShaderMap
::
const_iterator
i
=
m
Blit
ShaderMap
.
find
(
parameters
);
if
(
i
==
mShaderMap
.
end
())
if
(
i
==
m
Blit
ShaderMap
.
end
())
{
{
UNREACHABLE
();
UNREACHABLE
();
return
false
;
return
false
;
}
}
const
Blit
Shader
&
shader
=
i
->
second
;
const
Shader
&
shader
=
i
->
second
;
// Set vertices
// Set vertices
D3D11_MAPPED_SUBRESOURCE
mappedResource
;
D3D11_MAPPED_SUBRESOURCE
mappedResource
;
...
@@ -702,93 +702,93 @@ bool Blit11::compareBlitParameters(const Blit11::BlitParameters &a, const Blit11
...
@@ -702,93 +702,93 @@ bool Blit11::compareBlitParameters(const Blit11::BlitParameters &a, const Blit11
return
memcmp
(
&
a
,
&
b
,
sizeof
(
Blit11
::
BlitParameters
))
<
0
;
return
memcmp
(
&
a
,
&
b
,
sizeof
(
Blit11
::
BlitParameters
))
<
0
;
}
}
void
Blit11
::
add2DShaderToMap
(
GLenum
destFormat
,
bool
signedInteger
,
ID3D11PixelShader
*
ps
)
void
Blit11
::
add2D
Blit
ShaderToMap
(
GLenum
destFormat
,
bool
signedInteger
,
ID3D11PixelShader
*
ps
)
{
{
BlitParameters
params
=
{
0
};
BlitParameters
params
=
{
0
};
params
.
mDestinationFormat
=
destFormat
;
params
.
mDestinationFormat
=
destFormat
;
params
.
mSignedInteger
=
signedInteger
;
params
.
mSignedInteger
=
signedInteger
;
params
.
m3DBlit
=
false
;
params
.
m3DBlit
=
false
;
ASSERT
(
m
ShaderMap
.
find
(
params
)
==
m
ShaderMap
.
end
());
ASSERT
(
m
BlitShaderMap
.
find
(
params
)
==
mBlit
ShaderMap
.
end
());
ASSERT
(
ps
);
ASSERT
(
ps
);
Blit
Shader
shader
;
Shader
shader
;
shader
.
mVertexWriteFunction
=
Write2DVertices
;
shader
.
mVertexWriteFunction
=
Write2DVertices
;
shader
.
mInputLayout
=
mQuad2DIL
;
shader
.
mInputLayout
=
mQuad2DIL
;
shader
.
mVertexShader
=
mQuad2DVS
;
shader
.
mVertexShader
=
mQuad2DVS
;
shader
.
mGeometryShader
=
NULL
;
shader
.
mGeometryShader
=
NULL
;
shader
.
mPixelShader
=
ps
;
shader
.
mPixelShader
=
ps
;
mShaderMap
[
params
]
=
shader
;
m
Blit
ShaderMap
[
params
]
=
shader
;
}
}
void
Blit11
::
add3DShaderToMap
(
GLenum
destFormat
,
bool
signedInteger
,
ID3D11PixelShader
*
ps
)
void
Blit11
::
add3D
Blit
ShaderToMap
(
GLenum
destFormat
,
bool
signedInteger
,
ID3D11PixelShader
*
ps
)
{
{
BlitParameters
params
=
{
0
};
BlitParameters
params
=
{
0
};
params
.
mDestinationFormat
=
destFormat
;
params
.
mDestinationFormat
=
destFormat
;
params
.
mSignedInteger
=
signedInteger
;
params
.
mSignedInteger
=
signedInteger
;
params
.
m3DBlit
=
true
;
params
.
m3DBlit
=
true
;
ASSERT
(
m
ShaderMap
.
find
(
params
)
==
m
ShaderMap
.
end
());
ASSERT
(
m
BlitShaderMap
.
find
(
params
)
==
mBlit
ShaderMap
.
end
());
ASSERT
(
ps
);
ASSERT
(
ps
);
Blit
Shader
shader
;
Shader
shader
;
shader
.
mVertexWriteFunction
=
Write3DVertices
;
shader
.
mVertexWriteFunction
=
Write3DVertices
;
shader
.
mInputLayout
=
mQuad3DIL
;
shader
.
mInputLayout
=
mQuad3DIL
;
shader
.
mVertexShader
=
mQuad3DVS
;
shader
.
mVertexShader
=
mQuad3DVS
;
shader
.
mGeometryShader
=
mQuad3DGS
;
shader
.
mGeometryShader
=
mQuad3DGS
;
shader
.
mPixelShader
=
ps
;
shader
.
mPixelShader
=
ps
;
mShaderMap
[
params
]
=
shader
;
m
Blit
ShaderMap
[
params
]
=
shader
;
}
}
void
Blit11
::
buildShaderMap
()
void
Blit11
::
buildShaderMap
()
{
{
ID3D11Device
*
device
=
mRenderer
->
getDevice
();
ID3D11Device
*
device
=
mRenderer
->
getDevice
();
add2DShaderToMap
(
GL_RGBA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA2D
,
"Blit11 2D RGBA pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RGBA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA2D
,
"Blit11 2D RGBA pixel shader"
));
add2DShaderToMap
(
GL_RGBA_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA2DUI
,
"Blit11 2D RGBA UI pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RGBA_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA2DUI
,
"Blit11 2D RGBA UI pixel shader"
));
add2DShaderToMap
(
GL_RGBA_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA2DI
,
"Blit11 2D RGBA I pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RGBA_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA2DI
,
"Blit11 2D RGBA I pixel shader"
));
add2DShaderToMap
(
GL_BGRA_EXT
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA2D
,
"Blit11 2D BGRA pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_BGRA_EXT
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA2D
,
"Blit11 2D BGRA pixel shader"
));
add2DShaderToMap
(
GL_RGB
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB2D
,
"Blit11 2D RGB pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RGB
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB2D
,
"Blit11 2D RGB pixel shader"
));
add2DShaderToMap
(
GL_RGB_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB2DUI
,
"Blit11 2D RGB UI pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RGB_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB2DUI
,
"Blit11 2D RGB UI pixel shader"
));
add2DShaderToMap
(
GL_RGB_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB2DI
,
"Blit11 2D RGB I pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RGB_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB2DI
,
"Blit11 2D RGB I pixel shader"
));
add2DShaderToMap
(
GL_RG
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG2D
,
"Blit11 2D RG pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RG
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG2D
,
"Blit11 2D RG pixel shader"
));
add2DShaderToMap
(
GL_RG_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG2DUI
,
"Blit11 2D RG UI pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RG_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG2DUI
,
"Blit11 2D RG UI pixel shader"
));
add2DShaderToMap
(
GL_RG_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG2DI
,
"Blit11 2D RG I pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RG_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG2DI
,
"Blit11 2D RG I pixel shader"
));
add2DShaderToMap
(
GL_RED
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR2D
,
"Blit11 2D R pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RED
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR2D
,
"Blit11 2D R pixel shader"
));
add2DShaderToMap
(
GL_RED_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR2DUI
,
"Blit11 2D R UI pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RED_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR2DUI
,
"Blit11 2D R UI pixel shader"
));
add2DShaderToMap
(
GL_RED_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR2DI
,
"Blit11 2D R I pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_RED_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR2DI
,
"Blit11 2D R I pixel shader"
));
add2DShaderToMap
(
GL_ALPHA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA2D
,
"Blit11 2D alpha pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_ALPHA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA2D
,
"Blit11 2D alpha pixel shader"
));
add2DShaderToMap
(
GL_LUMINANCE
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughLum2D
,
"Blit11 2D lum pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_LUMINANCE
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughLum2D
,
"Blit11 2D lum pixel shader"
));
add2DShaderToMap
(
GL_LUMINANCE_ALPHA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughLumAlpha2D
,
"Blit11 2D luminance alpha pixel shader"
));
add2D
Blit
ShaderToMap
(
GL_LUMINANCE_ALPHA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughLumAlpha2D
,
"Blit11 2D luminance alpha pixel shader"
));
add3DShaderToMap
(
GL_RGBA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA3D
,
"Blit11 3D RGBA pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RGBA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA3D
,
"Blit11 3D RGBA pixel shader"
));
add3DShaderToMap
(
GL_RGBA_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA3DUI
,
"Blit11 3D UI RGBA pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RGBA_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA3DUI
,
"Blit11 3D UI RGBA pixel shader"
));
add3DShaderToMap
(
GL_RGBA_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA3DI
,
"Blit11 3D I RGBA pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RGBA_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA3DI
,
"Blit11 3D I RGBA pixel shader"
));
add3DShaderToMap
(
GL_BGRA_EXT
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA3D
,
"Blit11 3D BGRA pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_BGRA_EXT
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA3D
,
"Blit11 3D BGRA pixel shader"
));
add3DShaderToMap
(
GL_RGB
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB3D
,
"Blit11 3D RGB pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RGB
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB3D
,
"Blit11 3D RGB pixel shader"
));
add3DShaderToMap
(
GL_RGB_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB3DUI
,
"Blit11 3D RGB UI pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RGB_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB3DUI
,
"Blit11 3D RGB UI pixel shader"
));
add3DShaderToMap
(
GL_RGB_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB3DI
,
"Blit11 3D RGB I pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RGB_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGB3DI
,
"Blit11 3D RGB I pixel shader"
));
add3DShaderToMap
(
GL_RG
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG3D
,
"Blit11 3D RG pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RG
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG3D
,
"Blit11 3D RG pixel shader"
));
add3DShaderToMap
(
GL_RG_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG3DUI
,
"Blit11 3D RG UI pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RG_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG3DUI
,
"Blit11 3D RG UI pixel shader"
));
add3DShaderToMap
(
GL_RG_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG3DI
,
"Blit11 3D RG I pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RG_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRG3DI
,
"Blit11 3D RG I pixel shader"
));
add3DShaderToMap
(
GL_RED
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR3D
,
"Blit11 3D R pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RED
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR3D
,
"Blit11 3D R pixel shader"
));
add3DShaderToMap
(
GL_RED_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR3DUI
,
"Blit11 3D R UI pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RED_INTEGER
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR3DUI
,
"Blit11 3D R UI pixel shader"
));
add3DShaderToMap
(
GL_RED_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR3DI
,
"Blit11 3D R I pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_RED_INTEGER
,
true
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughR3DI
,
"Blit11 3D R I pixel shader"
));
add3DShaderToMap
(
GL_ALPHA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA3D
,
"Blit11 3D alpha pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_ALPHA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughRGBA3D
,
"Blit11 3D alpha pixel shader"
));
add3DShaderToMap
(
GL_LUMINANCE
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughLum3D
,
"Blit11 3D luminance pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_LUMINANCE
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughLum3D
,
"Blit11 3D luminance pixel shader"
));
add3DShaderToMap
(
GL_LUMINANCE_ALPHA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughLumAlpha3D
,
"Blit11 3D luminance alpha pixel shader"
));
add3D
Blit
ShaderToMap
(
GL_LUMINANCE_ALPHA
,
false
,
d3d11
::
CompilePS
(
device
,
g_PS_PassthroughLumAlpha3D
,
"Blit11 3D luminance alpha pixel shader"
));
}
}
void
Blit11
::
clearShaderMap
()
void
Blit11
::
clearShaderMap
()
{
{
for
(
BlitShaderMap
::
iterator
i
=
m
ShaderMap
.
begin
();
i
!=
m
ShaderMap
.
end
();
++
i
)
for
(
BlitShaderMap
::
iterator
i
=
m
BlitShaderMap
.
begin
();
i
!=
mBlit
ShaderMap
.
end
();
++
i
)
{
{
Blit
Shader
&
shader
=
i
->
second
;
Shader
&
shader
=
i
->
second
;
SafeRelease
(
shader
.
mPixelShader
);
SafeRelease
(
shader
.
mPixelShader
);
}
}
mShaderMap
.
clear
();
m
Blit
ShaderMap
.
clear
();
}
}
}
}
src/libGLESv2/renderer/d3d11/Blit11.h
View file @
26533604
...
@@ -65,7 +65,7 @@ class Blit11
...
@@ -65,7 +65,7 @@ class Blit11
void
*
outVertices
,
unsigned
int
*
outStride
,
unsigned
int
*
outVertexCount
,
void
*
outVertices
,
unsigned
int
*
outStride
,
unsigned
int
*
outVertexCount
,
D3D11_PRIMITIVE_TOPOLOGY
*
outTopology
);
D3D11_PRIMITIVE_TOPOLOGY
*
outTopology
);
struct
Blit
Shader
struct
Shader
{
{
WriteVertexFunction
mVertexWriteFunction
;
WriteVertexFunction
mVertexWriteFunction
;
ID3D11InputLayout
*
mInputLayout
;
ID3D11InputLayout
*
mInputLayout
;
...
@@ -75,11 +75,11 @@ class Blit11
...
@@ -75,11 +75,11 @@ class Blit11
};
};
typedef
bool
(
*
BlitParametersComparisonFunction
)(
const
BlitParameters
&
,
const
BlitParameters
&
);
typedef
bool
(
*
BlitParametersComparisonFunction
)(
const
BlitParameters
&
,
const
BlitParameters
&
);
typedef
std
::
map
<
BlitParameters
,
Blit
Shader
,
BlitParametersComparisonFunction
>
BlitShaderMap
;
typedef
std
::
map
<
BlitParameters
,
Shader
,
BlitParametersComparisonFunction
>
BlitShaderMap
;
BlitShaderMap
mShaderMap
;
BlitShaderMap
m
Blit
ShaderMap
;
void
add2DShaderToMap
(
GLenum
destFormat
,
bool
signedInteger
,
ID3D11PixelShader
*
ps
);
void
add2D
Blit
ShaderToMap
(
GLenum
destFormat
,
bool
signedInteger
,
ID3D11PixelShader
*
ps
);
void
add3DShaderToMap
(
GLenum
destFormat
,
bool
signedInteger
,
ID3D11PixelShader
*
ps
);
void
add3D
Blit
ShaderToMap
(
GLenum
destFormat
,
bool
signedInteger
,
ID3D11PixelShader
*
ps
);
void
buildShaderMap
();
void
buildShaderMap
();
void
clearShaderMap
();
void
clearShaderMap
();
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment