default to no d3d11 debug features; use command line flag to enable

This commit is contained in:
Ryan Fleury
2024-02-06 14:59:41 -08:00
parent 9ef1b4b021
commit fb43eb9c72
+20 -20
View File
@@ -143,7 +143,7 @@ r_init(CmdLine *cmdln)
//- rjf: create base device
UINT creation_flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#if !defined(NDEBUG)
if(!cmd_line_has_flag(cmdln, str8_lit("disable_d3d11_debug")))
if(cmd_line_has_flag(cmdln, str8_lit("d3d11_debug")))
{
creation_flags |= D3D11_CREATE_DEVICE_DEBUG;
}
@@ -183,7 +183,7 @@ r_init(CmdLine *cmdln)
//- rjf: enable break-on-error
#if !defined(NDEBUG)
if(!cmd_line_has_flag(cmdln, str8_lit("disable_d3d11_debug")))
if(cmd_line_has_flag(cmdln, str8_lit("d3d11_debug")))
{
ID3D11InfoQueue *info = 0;
error = r_d3d11_state->base_device->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)(&info));
@@ -1219,12 +1219,12 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes)
// rjf: setup scissor rect
{
D3D11_RECT rect = { 0 };
rect.left = 0;
rect.right = (LONG)wnd->last_resolution.x;
rect.top = 0;
rect.bottom = (LONG)wnd->last_resolution.y;
d_ctx->RSSetScissorRects(1, &rect);
D3D11_RECT rect = { 0 };
rect.left = 0;
rect.right = (LONG)wnd->last_resolution.x;
rect.top = 0;
rect.bottom = (LONG)wnd->last_resolution.y;
d_ctx->RSSetScissorRects(1, &rect);
}
// rjf: set up uniforms
@@ -1262,15 +1262,15 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes)
// thus w=w0+w1 and t=w1/w
for (U64 idx = 1; idx < blur_count; idx += 2)
{
F32 w0 = weights[idx + 0];
F32 w1 = weights[idx + 1];
F32 w = w0 + w1;
F32 t = w1 / w;
F32 w0 = weights[idx + 0];
F32 w1 = weights[idx + 1];
F32 w = w0 + w1;
F32 t = w1 / w;
// each kernel element is float2(weight, offset)
// weights & offsets are adjusted for bilinear sampling
// zw elements are not used, a bit of waste but it allows for simpler shader code
uniforms.kernel[(idx+1)/2] = v4f32(w, (F32)idx + t, 0, 0);
// each kernel element is float2(weight, offset)
// weights & offsets are adjusted for bilinear sampling
// zw elements are not used, a bit of waste but it allows for simpler shader code
uniforms.kernel[(idx+1)/2] = v4f32(w, (F32)idx + t, 0, 0);
}
}
uniforms.kernel[0].x = weights[0];
@@ -1300,14 +1300,14 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes)
U32 uniform_offset[Axis2_COUNT][2] =
{
{ 0 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
{ 1 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
{ 0 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
{ 1 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
};
U32 uniform_count[Axis2_COUNT][2] =
{
{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
};
// rjf: for unsetting srv