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https://github.com/Ed94/raddebugger.git
synced 2026-08-08 23:08:08 +00:00
default to no d3d11 debug features; use command line flag to enable
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@@ -143,7 +143,7 @@ r_init(CmdLine *cmdln)
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//- rjf: create base device
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UINT creation_flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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#if !defined(NDEBUG)
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if(!cmd_line_has_flag(cmdln, str8_lit("disable_d3d11_debug")))
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if(cmd_line_has_flag(cmdln, str8_lit("d3d11_debug")))
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{
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creation_flags |= D3D11_CREATE_DEVICE_DEBUG;
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}
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@@ -183,7 +183,7 @@ r_init(CmdLine *cmdln)
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//- rjf: enable break-on-error
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#if !defined(NDEBUG)
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if(!cmd_line_has_flag(cmdln, str8_lit("disable_d3d11_debug")))
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if(cmd_line_has_flag(cmdln, str8_lit("d3d11_debug")))
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{
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ID3D11InfoQueue *info = 0;
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error = r_d3d11_state->base_device->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)(&info));
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@@ -1219,12 +1219,12 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes)
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// rjf: setup scissor rect
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{
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D3D11_RECT rect = { 0 };
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rect.left = 0;
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rect.right = (LONG)wnd->last_resolution.x;
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rect.top = 0;
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rect.bottom = (LONG)wnd->last_resolution.y;
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d_ctx->RSSetScissorRects(1, &rect);
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D3D11_RECT rect = { 0 };
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rect.left = 0;
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rect.right = (LONG)wnd->last_resolution.x;
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rect.top = 0;
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rect.bottom = (LONG)wnd->last_resolution.y;
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d_ctx->RSSetScissorRects(1, &rect);
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}
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// rjf: set up uniforms
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@@ -1262,15 +1262,15 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes)
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// thus w=w0+w1 and t=w1/w
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for (U64 idx = 1; idx < blur_count; idx += 2)
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{
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F32 w0 = weights[idx + 0];
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F32 w1 = weights[idx + 1];
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F32 w = w0 + w1;
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F32 t = w1 / w;
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F32 w0 = weights[idx + 0];
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F32 w1 = weights[idx + 1];
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F32 w = w0 + w1;
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F32 t = w1 / w;
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// each kernel element is float2(weight, offset)
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// weights & offsets are adjusted for bilinear sampling
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// zw elements are not used, a bit of waste but it allows for simpler shader code
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uniforms.kernel[(idx+1)/2] = v4f32(w, (F32)idx + t, 0, 0);
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// each kernel element is float2(weight, offset)
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// weights & offsets are adjusted for bilinear sampling
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// zw elements are not used, a bit of waste but it allows for simpler shader code
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uniforms.kernel[(idx+1)/2] = v4f32(w, (F32)idx + t, 0, 0);
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}
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}
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uniforms.kernel[0].x = weights[0];
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@@ -1300,14 +1300,14 @@ r_window_submit(OS_Handle window, R_Handle window_equip, R_PassList *passes)
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U32 uniform_offset[Axis2_COUNT][2] =
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{
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{ 0 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
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{ 1 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
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{ 0 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
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{ 1 * sizeof(R_D3D11_Uniforms_BlurPass) / 16, (U32)OffsetOf(R_D3D11_Uniforms_Blur, kernel) / 16 },
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};
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U32 uniform_count[Axis2_COUNT][2] =
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{
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{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
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{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
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{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
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{ sizeof(R_D3D11_Uniforms_BlurPass) / 16, sizeof(uniforms.kernel) / 16 },
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};
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// rjf: for unsetting srv
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