Working HECL shader generation on D3D11/12

This commit is contained in:
Jack Andersen
2015-11-17 20:14:49 -10:00
parent 742e062cf2
commit 998255efd5
12 changed files with 229 additions and 88 deletions

View File

@@ -132,7 +132,7 @@ struct Boo3DAppContext
D3D12Context::Window& win = m_ctx12.m_windows[window];
BOOL isFScr;
win.m_swapChain->GetFullscreenState(&isFScr, nullptr);
return isFScr;
return isFScr != 0;
}
#endif
if (m_ctx11.m_dev)
@@ -167,7 +167,8 @@ struct Boo3DAppContext
out->GetDesc(&outDesc);
win.m_swapChain->SetFullscreenState(true, nullptr);
DXGI_MODE_DESC mdesc = {outDesc.DesktopCoordinates.right, outDesc.DesktopCoordinates.bottom};
DXGI_MODE_DESC mdesc = {UINT(outDesc.DesktopCoordinates.right - outDesc.DesktopCoordinates.left),
UINT(outDesc.DesktopCoordinates.bottom - outDesc.DesktopCoordinates.top)};
win.m_swapChain->ResizeTarget(&mdesc);
}
else