mirror of https://github.com/AxioDL/boo.git
D3D12 bug fixes
This commit is contained in:
parent
22a0d55f9c
commit
e5ef02588f
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@ -12,6 +12,9 @@
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#include <d3dcompiler.h>
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#include <comdef.h>
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#define MAX_UNIFORM_COUNT 8
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#define MAX_TEXTURE_COUNT 8
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extern PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignaturePROC;
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namespace boo
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@ -314,6 +317,10 @@ public:
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void resize(D3D12Context* ctx, size_t width, size_t height)
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{
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if (width < 1)
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width = 1;
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if (height < 1)
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height = 1;
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m_width = width;
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m_height = height;
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Setup(ctx, width, height, m_samples);
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@ -438,6 +445,12 @@ public:
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D3D12ShaderPipeline(const D3D12ShaderPipeline&) = delete;
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};
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#if _DEBUG
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#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_DEBUG | D3DCOMPILE_OPTIMIZATION_LEVEL0
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#else
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#define BOO_D3DCOMPILE_FLAG D3DCOMPILE_OPTIMIZATION_LEVEL3
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#endif
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IShaderPipeline* D3D12DataFactory::newShaderPipeline
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(const char* vertSource, const char* fragSource,
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ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
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@ -447,14 +460,14 @@ IShaderPipeline* D3D12DataFactory::newShaderPipeline
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ComPtr<ID3DBlob> errBlob;
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if (FAILED(D3DCompile(vertSource, strlen(vertSource), "HECL Vert Source", nullptr, nullptr, "main",
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"vs_5_0", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &vertBlobOut, &errBlob)))
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"vs_5_0", BOO_D3DCOMPILE_FLAG, 0, &vertBlobOut, &errBlob)))
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{
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Log.report(LogVisor::FatalError, "error compiling vert shader: %s", errBlob->GetBufferPointer());
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return nullptr;
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}
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if (FAILED(D3DCompile(fragSource, strlen(fragSource), "HECL Pixel Source", nullptr, nullptr, "main",
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"ps_5_0", D3DCOMPILE_OPTIMIZATION_LEVEL3, 0, &fragBlobOut, &errBlob)))
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"ps_5_0", BOO_D3DCOMPILE_FLAG, 0, &fragBlobOut, &errBlob)))
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{
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Log.report(LogVisor::FatalError, "error compiling pixel shader: %s", errBlob->GetBufferPointer());
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return nullptr;
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@ -485,25 +498,62 @@ static UINT64 PlaceTextureForGPU(ITexture* tex, D3D12Context* ctx, ID3D12Heap* g
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}
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static ID3D12Resource* GetBufferGPUResource(const IGraphicsBuffer* buf, int idx,
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D3D12_SHADER_RESOURCE_VIEW_DESC& descOut)
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D3D12_VERTEX_BUFFER_VIEW& descOut)
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{
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descOut.Format = DXGI_FORMAT_UNKNOWN;
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descOut.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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descOut.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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descOut.Buffer.FirstElement = 0;
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descOut.Buffer.Flags = D3D12_BUFFER_SRV_FLAG_NONE;
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if (buf->dynamic())
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{
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const D3D12GraphicsBufferD* cbuf = static_cast<const D3D12GraphicsBufferD*>(buf);
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descOut.Buffer.NumElements = cbuf->m_count;
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descOut.Buffer.StructureByteStride = cbuf->m_stride;
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descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride;
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descOut.StrideInBytes = cbuf->m_stride;
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descOut.BufferLocation = cbuf->m_gpuBufs[idx]->GetGPUVirtualAddress();
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return cbuf->m_gpuBufs[idx].Get();
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}
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else
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{
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const D3D12GraphicsBufferS* cbuf = static_cast<const D3D12GraphicsBufferS*>(buf);
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descOut.Buffer.NumElements = cbuf->m_count;
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descOut.Buffer.StructureByteStride = cbuf->m_stride;
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descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride;
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descOut.StrideInBytes = cbuf->m_stride;
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descOut.BufferLocation = cbuf->m_gpuBuf->GetGPUVirtualAddress();
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return cbuf->m_gpuBuf.Get();
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}
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}
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static ID3D12Resource* GetBufferGPUResource(const IGraphicsBuffer* buf, int idx,
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D3D12_INDEX_BUFFER_VIEW& descOut)
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{
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if (buf->dynamic())
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{
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const D3D12GraphicsBufferD* cbuf = static_cast<const D3D12GraphicsBufferD*>(buf);
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descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride;
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descOut.BufferLocation = cbuf->m_gpuBufs[idx]->GetGPUVirtualAddress();
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descOut.Format = DXGI_FORMAT_R32_UINT;
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return cbuf->m_gpuBufs[idx].Get();
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}
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else
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{
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const D3D12GraphicsBufferS* cbuf = static_cast<const D3D12GraphicsBufferS*>(buf);
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descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride;
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descOut.BufferLocation = cbuf->m_gpuBuf->GetGPUVirtualAddress();
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descOut.Format = DXGI_FORMAT_R32_UINT;
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return cbuf->m_gpuBuf.Get();
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}
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}
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static ID3D12Resource* GetBufferGPUResource(const IGraphicsBuffer* buf, int idx,
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D3D12_CONSTANT_BUFFER_VIEW_DESC& descOut)
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{
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if (buf->dynamic())
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{
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const D3D12GraphicsBufferD* cbuf = static_cast<const D3D12GraphicsBufferD*>(buf);
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descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride;
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descOut.BufferLocation = cbuf->m_gpuBufs[idx]->GetGPUVirtualAddress();
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return cbuf->m_gpuBufs[idx].Get();
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}
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else
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{
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const D3D12GraphicsBufferS* cbuf = static_cast<const D3D12GraphicsBufferS*>(buf);
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descOut.SizeInBytes = cbuf->m_count * cbuf->m_stride;
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descOut.BufferLocation = cbuf->m_gpuBuf->GetGPUVirtualAddress();
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return cbuf->m_gpuBuf.Get();
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}
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}
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@ -571,7 +621,7 @@ struct D3D12ShaderDataBinding : IShaderDataBinding
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/* Create double-buffered descriptor heaps */
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D3D12_DESCRIPTOR_HEAP_DESC desc;
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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desc.NumDescriptors = 2 + m_ubufCount + m_texCount;
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desc.NumDescriptors = MAX_UNIFORM_COUNT + MAX_TEXTURE_COUNT;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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desc.NodeMask = 0;
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@ -580,31 +630,28 @@ struct D3D12ShaderDataBinding : IShaderDataBinding
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{
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ThrowIfFailed(ctx->m_dev->CreateDescriptorHeap(&desc, _uuidof(ID3D12DescriptorHeap), &m_descHeap[b]));
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CD3DX12_CPU_DESCRIPTOR_HANDLE handle(m_descHeap[b]->GetCPUDescriptorHandleForHeapStart());
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D3D12_SHADER_RESOURCE_VIEW_DESC viewDesc;
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ID3D12Resource* res = GetBufferGPUResource(m_vbuf, b, viewDesc);
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m_vboView[b].BufferLocation = res->GetGPUVirtualAddress();
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m_vboView[b].StrideInBytes = viewDesc.Buffer.StructureByteStride;
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m_vboView[b].SizeInBytes = viewDesc.Buffer.NumElements * m_vboView[b].StrideInBytes;
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ctx->m_dev->CreateShaderResourceView(res, &viewDesc, handle);
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handle.Offset(1, incSz);
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D3D12_CONSTANT_BUFFER_VIEW_DESC viewDesc;
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GetBufferGPUResource(m_vbuf, b, m_vboView[b]);
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if (m_ibuf)
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GetBufferGPUResource(m_ibuf, b, m_iboView[b]);
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for (size_t i=0 ; i<MAX_UNIFORM_COUNT ; ++i)
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{
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res = GetBufferGPUResource(m_ibuf, b, viewDesc);
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m_iboView[b].BufferLocation = res->GetGPUVirtualAddress();
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m_iboView[b].SizeInBytes = viewDesc.Buffer.NumElements * viewDesc.Buffer.StructureByteStride;
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m_iboView[b].Format = DXGI_FORMAT_R32_UINT;
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ctx->m_dev->CreateShaderResourceView(res, &viewDesc, handle);
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if (i<m_ubufCount)
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{
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GetBufferGPUResource(m_ubufs[i], b, viewDesc);
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ctx->m_dev->CreateConstantBufferView(&viewDesc, handle);
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}
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handle.Offset(1, incSz);
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for (size_t i=0 ; i<m_ubufCount ; ++i)
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{
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ctx->m_dev->CreateShaderResourceView(GetBufferGPUResource(m_ubufs[i], b, viewDesc), &viewDesc, handle);
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handle.Offset(1, incSz);
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}
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for (size_t i=0 ; i<m_texCount ; ++i)
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for (size_t i=0 ; i<MAX_TEXTURE_COUNT ; ++i)
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{
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if (i<m_texCount)
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{
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D3D12_SHADER_RESOURCE_VIEW_DESC viewDesc;
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ctx->m_dev->CreateShaderResourceView(GetTextureGPUResource(m_texs[i], b), &Tex2DViewDesc, handle);
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}
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handle.Offset(1, incSz);
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}
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}
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@ -614,6 +661,7 @@ struct D3D12ShaderDataBinding : IShaderDataBinding
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{
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ID3D12DescriptorHeap* heap[] = {m_descHeap[b].Get()};
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list->SetDescriptorHeaps(1, heap);
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list->SetGraphicsRootDescriptorTable(0, m_descHeap[b]->GetGPUDescriptorHandleForHeapStart());
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list->SetPipelineState(m_pipeline->m_state.Get());
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list->IASetVertexBuffers(0, 1, &m_vboView[b]);
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if (m_ibuf)
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@ -637,16 +685,18 @@ D3D12DataFactory::newShaderDataBinding(IShaderPipeline* pipeline,
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D3D12DataFactory::D3D12DataFactory(IGraphicsContext* parent, D3D12Context* ctx)
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: m_parent(parent), m_deferredData(new struct D3D12Data()), m_ctx(ctx)
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{
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CD3DX12_DESCRIPTOR_RANGE cbvRange(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 2, 0);
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CD3DX12_DESCRIPTOR_RANGE srvRange(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 8, 0);
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CD3DX12_ROOT_PARAMETER rootParms[2];
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rootParms[0].InitAsDescriptorTable(1, &cbvRange, D3D12_SHADER_VISIBILITY_VERTEX);
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rootParms[1].InitAsDescriptorTable(1, &srvRange, D3D12_SHADER_VISIBILITY_PIXEL);
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CD3DX12_DESCRIPTOR_RANGE ranges[] =
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{
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{D3D12_DESCRIPTOR_RANGE_TYPE_CBV, MAX_UNIFORM_COUNT, 0},
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{D3D12_DESCRIPTOR_RANGE_TYPE_SRV, MAX_TEXTURE_COUNT, 0}
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};
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CD3DX12_ROOT_PARAMETER rootParms[1];
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rootParms[0].InitAsDescriptorTable(2, ranges);
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ComPtr<ID3DBlob> rsOutBlob;
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ComPtr<ID3DBlob> rsErrorBlob;
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ThrowIfFailed(D3D12SerializeRootSignaturePROC(
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&CD3DX12_ROOT_SIGNATURE_DESC(2, rootParms, 1, &CD3DX12_STATIC_SAMPLER_DESC(0),
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&CD3DX12_ROOT_SIGNATURE_DESC(1, rootParms, 1, &CD3DX12_STATIC_SAMPLER_DESC(0),
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D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT),
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D3D_ROOT_SIGNATURE_VERSION_1, &rsOutBlob, &rsErrorBlob));
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@ -735,6 +785,8 @@ IGraphicsData* D3D12DataFactory::commit()
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++m_ctx->m_loadfenceval;
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ThrowIfFailed(m_ctx->m_loadq->Signal(m_ctx->m_loadfence.Get(), m_ctx->m_loadfenceval));
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WaitForLoadList(m_ctx);
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/* Commit data bindings (create descriptor heaps) */
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for (std::unique_ptr<D3D12ShaderDataBinding>& bind : retval->m_SBinds)
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bind->commit(m_ctx);
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@ -899,7 +951,18 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
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{
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D3D12TextureR* csource = static_cast<D3D12TextureR*>(source);
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ID3D12Resource* dest = m_windowCtx->m_fb[m_windowCtx->m_backBuf].Get();
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if (m_windowCtx->m_needsResize)
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{
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UINT nodeMasks[] = {0,0};
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IUnknown* const queues[] = {m_ctx->m_q.Get(), m_ctx->m_q.Get()};
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m_windowCtx->m_swapChain->ResizeBuffers1(2, m_windowCtx->width, m_windowCtx->height,
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DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH, nodeMasks, queues);
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m_windowCtx->m_backBuf = m_windowCtx->m_swapChain->GetCurrentBackBufferIndex();
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m_windowCtx->m_needsResize = false;
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}
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ComPtr<ID3D12Resource> dest;
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ThrowIfFailed(m_windowCtx->m_swapChain->GetBuffer(m_windowCtx->m_backBuf, __uuidof(ID3D12Resource), &dest));
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if (csource->m_samples > 1)
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{
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@ -909,18 +972,18 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
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{
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CD3DX12_RESOURCE_BARRIER::Transition(src,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE),
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CD3DX12_RESOURCE_BARRIER::Transition(dest,
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CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
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D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RESOLVE_DEST)
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};
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m_cmdList->ResourceBarrier(2, msaaSetup);
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m_cmdList->ResolveSubresource(dest, 0, src, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
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m_cmdList->ResolveSubresource(dest.Get(), 0, src, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
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D3D12_RESOURCE_BARRIER msaaTeardown[] =
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{
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CD3DX12_RESOURCE_BARRIER::Transition(src,
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D3D12_RESOURCE_STATE_RESOLVE_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET),
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CD3DX12_RESOURCE_BARRIER::Transition(dest,
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CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
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D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_PRESENT)
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};
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m_cmdList->ResourceBarrier(2, msaaTeardown);
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@ -933,18 +996,18 @@ struct D3D12CommandQueue : IGraphicsCommandQueue
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{
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CD3DX12_RESOURCE_BARRIER::Transition(src,
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE),
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CD3DX12_RESOURCE_BARRIER::Transition(dest,
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CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
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D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_COPY_DEST)
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};
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m_cmdList->ResourceBarrier(2, copySetup);
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m_cmdList->CopyResource(dest, src);
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m_cmdList->CopyResource(dest.Get(), src);
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D3D12_RESOURCE_BARRIER copyTeardown[] =
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{
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CD3DX12_RESOURCE_BARRIER::Transition(src,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET),
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CD3DX12_RESOURCE_BARRIER::Transition(dest,
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CD3DX12_RESOURCE_BARRIER::Transition(dest.Get(),
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PRESENT)
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};
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m_cmdList->ResourceBarrier(2, copyTeardown);
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@ -35,8 +35,8 @@ struct D3D12Context
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struct Window
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{
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ComPtr<IDXGISwapChain3> m_swapChain;
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ComPtr<ID3D12Resource> m_fb[2]; /* Double-buffered */
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UINT m_backBuf = 0;
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bool m_needsResize = false;
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size_t width, height;
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};
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std::unordered_map<boo::IWindow*, Window> m_windows;
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@ -57,6 +57,7 @@ struct D3D11Context
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struct Window
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{
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IDXGISwapChain1* m_swapChain;
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bool m_needsResize = false;
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size_t width, height;
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};
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std::unordered_map<boo::IWindow*, Window> m_windows;
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@ -68,6 +69,24 @@ struct D3DAppContext
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#if _WIN32_WINNT_WIN10
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D3D12Context m_ctx12;
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#endif
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void resize(boo::IWindow* window, size_t width, size_t height)
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{
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#if _WIN32_WINNT_WIN10
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if (m_ctx12.m_dev)
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{
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m_ctx12.m_windows[window].width = width;
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m_ctx12.m_windows[window].height = height;
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m_ctx12.m_windows[window].m_needsResize = true;
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}
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else
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#endif
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{
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m_ctx11.m_windows[window].width = width;
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m_ctx11.m_windows[window].height = height;
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m_ctx11.m_windows[window].m_needsResize = true;
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}
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}
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};
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struct HWNDEvent
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@ -63,10 +63,10 @@ public:
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Log.report(LogVisor::FatalError, "unable to create swap chain");
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m_swapChain.As<IDXGISwapChain3>(&w.m_swapChain);
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m_swapChain->GetBuffer(0, __uuidof(ID3D12Resource), &w.m_fb[0]);
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m_swapChain->GetBuffer(1, __uuidof(ID3D12Resource), &w.m_fb[1]);
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ComPtr<ID3D12Resource> fb;
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m_swapChain->GetBuffer(0, __uuidof(ID3D12Resource), &fb);
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w.m_backBuf = w.m_swapChain->GetCurrentBackBufferIndex();
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D3D12_RESOURCE_DESC resDesc = w.m_fb[0]->GetDesc();
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D3D12_RESOURCE_DESC resDesc = fb->GetDesc();
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w.width = resDesc.Width;
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w.height = resDesc.Height;
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}
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@ -281,7 +281,7 @@ public:
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void getWindowFrame(float& xOut, float& yOut, float& wOut, float& hOut) const
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{
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RECT rct;
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GetWindowRect(m_hwnd, &rct);
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GetClientRect(m_hwnd, &rct);
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xOut = rct.left;
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yOut = rct.top;
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wOut = rct.right;
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@ -291,7 +291,7 @@ public:
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void getWindowFrame(int& xOut, int& yOut, int& wOut, int& hOut) const
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{
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RECT rct;
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GetWindowRect(m_hwnd, &rct);
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GetClientRect(m_hwnd, &rct);
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xOut = rct.left;
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yOut = rct.top;
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wOut = rct.right;
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||||
|
@ -373,18 +373,14 @@ public:
|
|||
switch (e.uMsg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
{
|
||||
if (m_callback)
|
||||
{
|
||||
SWindowRect rect;
|
||||
int x, y, w, h;
|
||||
getWindowFrame(x, y, w, h);
|
||||
rect.location[0] = x;
|
||||
rect.location[1] = y;
|
||||
rect.size[0] = LOWORD(e.lParam);
|
||||
rect.size[1] = HIWORD(e.lParam);
|
||||
getWindowFrame(rect.location[0], rect.location[1], rect.size[0], rect.size[1]);
|
||||
if (!rect.size[0] || !rect.size[1])
|
||||
return;
|
||||
m_gfxCtx->m_d3dCtx.resize(this, rect.size[0], rect.size[1]);
|
||||
if (m_callback)
|
||||
m_callback->resized(rect);
|
||||
}
|
||||
return;
|
||||
}
|
||||
case WM_KEYDOWN:
|
||||
|
|
Loading…
Reference in New Issue