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-rw-r--r--Samples/CommonSrc/Render/Render_D3D1X_Device.h30
1 files changed, 22 insertions, 8 deletions
diff --git a/Samples/CommonSrc/Render/Render_D3D1X_Device.h b/Samples/CommonSrc/Render/Render_D3D1X_Device.h
index cac104e..63e8e67 100644
--- a/Samples/CommonSrc/Render/Render_D3D1X_Device.h
+++ b/Samples/CommonSrc/Render/Render_D3D1X_Device.h
@@ -5,7 +5,7 @@ Content : RenderDevice implementation header for D3DX10/11.
Created : September 10, 2012
Authors : Andrew Reisse
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+Copyright : Copyright 2012 Oculus VR, LLC All Rights reserved.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
@@ -117,6 +117,7 @@ typedef D3D11_QUERY_DESC D3D1x_QUERY_DESC;
class Buffer;
+
class ShaderBase : public Render::Shader
{
public:
@@ -127,7 +128,8 @@ public:
struct Uniform
{
String Name;
- int Offset, Size;
+ int Offset;
+ int Size;
};
Array<Uniform> UniformInfo;
@@ -141,6 +143,7 @@ public:
void UpdateBuffer(Buffer* b);
};
+
template<Render::ShaderStage SStage, class D3DShaderType>
class Shader : public ShaderBase
{
@@ -186,7 +189,13 @@ public:
bool Dynamic;
public:
- Buffer(RenderDevice* r) : Ren(r), Size(0), Use(0) {}
+ Buffer(RenderDevice* r) :
+ Ren(r),
+ Size(0),
+ Use(0),
+ Dynamic(false)
+ {
+ }
~Buffer();
ID3D1xBuffer* GetBuffer()
@@ -199,10 +208,11 @@ public:
return Size;
}
virtual void* Map(size_t start, size_t size, int flags = 0);
- virtual bool Unmap(void *m);
+ virtual bool Unmap(void* m);
virtual bool Data(int use, const void* buffer, size_t size);
};
+
class Texture : public Render::Texture
{
public:
@@ -215,6 +225,7 @@ public:
mutable Ptr<ID3D1xSamplerState> Sampler;
int Width, Height;
int Samples;
+ int Format;
Texture(RenderDevice* r, int fmt, int w, int h);
~Texture();
@@ -239,9 +250,9 @@ public:
virtual ovrTexture Get_ovrTexture();
virtual void* GetInternalImplementation();
-
};
+
class RenderDevice : public Render::RenderDevice
{
public:
@@ -302,7 +313,7 @@ public:
// to get the latest info about monitors (including just connected/
// disconnected ones). Note, SwapChain will be released in this case
// and it should be recreated.
- void UpdateMonitorOutputs(bool needRecreate = false);
+ void UpdateMonitorOutputs(bool needRecreate = false);
virtual void SetViewport(const Recti& vp);
virtual void SetWindowSize(int w, int h);
@@ -337,6 +348,8 @@ public:
Texture* GetDepthBuffer(int w, int h, int ms);
+ virtual void ResolveMsaa(OVR::Render::Texture* msaaTex, OVR::Render::Texture* outputTex) OVR_OVERRIDE;
+
virtual void BeginRendering();
virtual void SetRenderTarget(Render::Texture* color,
Render::Texture* depth = NULL, Render::Texture* stencil = NULL);
@@ -348,7 +361,7 @@ public:
ExtraShaders = s;
}
- // Overrident to apply proper blend state.
+ // Overridden to apply proper blend state.
virtual void FillRect(float left, float top, float right, float bottom, Color c, const Matrix4f* view=NULL);
virtual void FillGradientRect(float left, float top, float right, float bottom, Color col_top, Color col_btm, const Matrix4f* view);
virtual void RenderText(const struct Font* font, const char* str, float x, float y, float size, Color c, const Matrix4f* view=NULL);
@@ -377,6 +390,7 @@ public:
virtual void EndGpuEvent();
};
-}}}
+
+}}} // namespace OVR::Render::D3D1?
#endif