mirror of https://github.com/AxioDL/metaforce.git
boo D3D lambda syncx
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@ -166,22 +166,22 @@ void TextView::Resources::init(boo::ID3DDataFactory::Context& ctx, FontCache* fc
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{nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
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{nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
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};
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m_vtxFmt = factory->newVertexFormat(13, vdescs);
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m_vtxFmt = ctx.newVertexFormat(13, vdescs);
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ComPtr<ID3DBlob> blobVert;
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ComPtr<ID3DBlob> blobFrag;
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ComPtr<ID3DBlob> blobPipe;
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m_regular =
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factory->newShaderPipeline(VS, FSReg, blobVert, blobFrag, blobPipe, m_vtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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ctx.newShaderPipeline(VS, FSReg, blobVert, blobFrag, blobPipe, m_vtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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blobFrag.Reset();
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blobPipe.Reset();
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m_subpixel =
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factory->newShaderPipeline(nullptr, FSSubpixel, blobVert, blobFrag, blobPipe, m_vtxFmt,
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boo::BlendFactor::SrcColor1, boo::BlendFactor::InvSrcColor1,
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boo::Primitive::TriStrips, false, false, false);
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ctx.newShaderPipeline(nullptr, FSSubpixel, blobVert, blobFrag, blobPipe, m_vtxFmt,
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boo::BlendFactor::SrcColor1, boo::BlendFactor::InvSrcColor1,
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boo::Primitive::TriStrips, false, false, false);
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}
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#endif
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@ -86,7 +86,7 @@ void View::Resources::init(boo::GLDataFactory::Context& ctx, const IThemeData& t
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#if _WIN32
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void View::Resources::init(boo::ID3DDataFactory* factory, const IThemeData& theme)
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void View::Resources::init(boo::ID3DDataFactory::Context& ctx, const IThemeData& theme)
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{
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static const char* SolidVS =
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"struct VertData\n"
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@ -160,34 +160,34 @@ void View::Resources::init(boo::ID3DDataFactory* factory, const IThemeData& them
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{nullptr, nullptr, boo::VertexSemantic::Position4},
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{nullptr, nullptr, boo::VertexSemantic::Color}
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};
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m_solidVtxFmt = factory->newVertexFormat(2, solidvdescs);
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m_solidVtxFmt = ctx.newVertexFormat(2, solidvdescs);
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ComPtr<ID3DBlob> vertBlob;
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ComPtr<ID3DBlob> fragBlob;
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ComPtr<ID3DBlob> pipeBlob;
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m_solidShader = factory->newShaderPipeline(SolidVS, SolidFS, vertBlob, fragBlob, pipeBlob, m_solidVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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m_solidShader = ctx.newShaderPipeline(SolidVS, SolidFS, vertBlob, fragBlob, pipeBlob, m_solidVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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boo::VertexElementDescriptor texvdescs[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4},
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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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m_texVtxFmt = factory->newVertexFormat(2, texvdescs);
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m_texVtxFmt = ctx.newVertexFormat(2, texvdescs);
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vertBlob.Reset();
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fragBlob.Reset();
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pipeBlob.Reset();
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m_texShader = factory->newShaderPipeline(TexVS, TexFS, vertBlob, fragBlob, pipeBlob, m_texVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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m_texShader = ctx.newShaderPipeline(TexVS, TexFS, vertBlob, fragBlob, pipeBlob, m_texVtxFmt,
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boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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boo::Primitive::TriStrips, false, false, false);
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}
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#endif
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#if BOO_HAS_METAL
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void View::Resources::init(boo::MetalDataFactory* factory, const IThemeData& theme)
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void View::Resources::init(boo::MetalDataFactory::Context& ctx, const IThemeData& theme)
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{
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static const char* SolidVS =
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"#include <metal_stdlib>\n"
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