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@@ -2508,7 +2508,15 @@ namespace bgfx { namespace d3d11
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m_currentColor = m_backBufferColor;
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m_currentDepthStencil = m_backBufferDepthStencil;
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- m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(1, &m_currentColor, m_currentDepthStencil, 1, 0, NULL, NULL);
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+ m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
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+ 1
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+ , &m_currentColor
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+ , m_currentDepthStencil
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+ , 1
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+ , 0
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+ , NULL
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+ , NULL
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+ );
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m_needPresent |= _needPresent;
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}
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else
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@@ -4698,7 +4706,7 @@ namespace bgfx { namespace d3d11
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if (0 < m_numTh)
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{
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- m_num = 0;
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+ m_num = 0;
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m_numUav = 0;
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for (uint32_t ii = 0; ii < m_numTh; ++ii)
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@@ -4936,7 +4944,15 @@ namespace bgfx { namespace d3d11
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void FrameBufferD3D11::set()
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{
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- s_renderD3D11->m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(m_num, m_rtv, m_dsv, m_num, m_numUav, m_uav + m_num, NULL);
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+ s_renderD3D11->m_deviceCtx->OMSetRenderTargetsAndUnorderedAccessViews(
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+ m_num
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+ , m_rtv
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+ , m_dsv
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+ , m_num
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+ , m_numUav
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+ , m_uav + m_num
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+ , NULL
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+ );
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m_needPresent = UINT16_MAX != m_denseIdx;
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s_renderD3D11->m_currentColor = m_rtv[0];
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s_renderD3D11->m_currentDepthStencil = m_dsv;
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