windows enum refactor fixes

This commit is contained in:
Jack Andersen
2015-11-20 16:58:56 -10:00
parent d040e20096
commit 84b78f2962
7 changed files with 118 additions and 119 deletions

View File

@@ -55,7 +55,7 @@ class D3D11GraphicsBufferS : public IGraphicsBufferS
: m_stride(stride), m_count(count), m_sz(stride * count)
{
D3D11_SUBRESOURCE_DATA iData = {data};
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_sz, USE_TABLE[use], D3D11_USAGE_IMMUTABLE), &iData, &m_buf));
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(m_sz, USE_TABLE[int(use)], D3D11_USAGE_IMMUTABLE), &iData, &m_buf));
}
public:
size_t m_stride;
@@ -74,7 +74,7 @@ class D3D11GraphicsBufferD : public IGraphicsBufferD
{
size_t sz = stride * count;
for (int i=0 ; i<3 ; ++i)
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(sz, USE_TABLE[use],
ThrowIfFailed(ctx->m_dev->CreateBuffer(&CD3D11_BUFFER_DESC(sz, USE_TABLE[int(use)],
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE), nullptr, &m_bufs[i]));
}
public:
@@ -257,12 +257,12 @@ struct D3D11VertexFormat : IVertexFormat
{
const VertexElementDescriptor* elemin = &elements[i];
D3D11_INPUT_ELEMENT_DESC& elem = m_elements[i];
elem.SemanticName = SEMANTIC_NAME_TABLE[elemin->semantic];
elem.SemanticName = SEMANTIC_NAME_TABLE[int(elemin->semantic)];
elem.SemanticIndex = elemin->semanticIdx;
elem.Format = SEMANTIC_TYPE_TABLE[elemin->semantic];
elem.Format = SEMANTIC_TYPE_TABLE[int(elemin->semantic)];
elem.AlignedByteOffset = offset;
elem.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
offset += SEMANTIC_SIZE_TABLE[elemin->semantic];
offset += SEMANTIC_SIZE_TABLE[int(elemin->semantic)];
}
}
};
@@ -304,9 +304,9 @@ class D3D11ShaderPipeline : public IShaderPipeline
ThrowIfFailed(ctx->m_dev->CreateDepthStencilState(&dsDesc, &m_dsState));
CD3D11_BLEND_DESC blDesc(D3D11_DEFAULT);
blDesc.RenderTarget[0].BlendEnable = (dstFac != BlendFactorZero);
blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[srcFac];
blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[dstFac];
blDesc.RenderTarget[0].BlendEnable = (dstFac != BlendFactor::Zero);
blDesc.RenderTarget[0].SrcBlend = BLEND_FACTOR_TABLE[int(srcFac)];
blDesc.RenderTarget[0].DestBlend = BLEND_FACTOR_TABLE[int(dstFac)];
ThrowIfFailed(ctx->m_dev->CreateBlendState(&blDesc, &m_blState));
ThrowIfFailed(ctx->m_dev->CreateInputLayout(vtxFmt->m_elements.get(), vtxFmt->m_elementCount,
@@ -421,12 +421,12 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
ID3D11ShaderResourceView* srvs[8];
for (int i=0 ; i<8 && i<m_texCount ; ++i)
{
if (m_texs[i]->type() == ITexture::TextureDynamic)
if (m_texs[i]->type() == TextureType::Dynamic)
{
D3D11TextureD* ctex = static_cast<D3D11TextureD*>(m_texs[i]);
srvs[i] = ctex->m_srvs[b].Get();
}
else if (m_texs[i]->type() == ITexture::TextureStatic)
else if (m_texs[i]->type() == TextureType::Static)
{
D3D11TextureS* ctex = static_cast<D3D11TextureS*>(m_texs[i]);
srvs[i] = ctex->m_srv.Get();
@@ -439,7 +439,7 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
struct D3D11CommandQueue : IGraphicsCommandQueue
{
Platform platform() const {return IGraphicsDataFactory::PlatformD3D11;}
Platform platform() const {return IGraphicsDataFactory::Platform::D3D11;}
const SystemChar* platformName() const {return _S("D3D11");}
D3D11Context* m_ctx;
D3D11Context::Window* m_windowCtx;
@@ -609,9 +609,9 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
void setDrawPrimitive(Primitive prim)
{
if (prim == PrimitiveTriangles)
if (prim == Primitive::Triangles)
m_deferredCtx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
else if (prim == PrimitiveTriStrips)
else if (prim == Primitive::TriStrips)
m_deferredCtx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
}
@@ -714,7 +714,7 @@ public:
{}
~D3D11DataFactory() = default;
Platform platform() const {return PlatformD3D11;}
Platform platform() const {return Platform::D3D11;}
const SystemChar* platformName() const {return _S("D3D11");}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)