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@@ -1061,7 +1061,7 @@ RENDERDOC_IMPORT
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.CPUAccessFlags = 0;
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ID3D11Texture2D* resolve;
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- HRESULT hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
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+ hr = m_device->CreateTexture2D(&desc, NULL, &resolve);
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if (SUCCEEDED(hr) )
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{
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m_deviceCtx->ResolveSubresource(resolve, 0, backBuffer, 0, desc.Format);
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@@ -1639,17 +1639,17 @@ RENDERDOC_IMPORT
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drt = &desc.RenderTarget[ii];
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drt->BlendEnable = 0 != (rgba&0x7ff);
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- const uint32_t src = (rgba )&0xf;
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- const uint32_t dst = (rgba>>4)&0xf;
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- const uint32_t equation = (rgba>>8)&0x7;
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+ const uint32_t src = (rgba )&0xf;
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+ const uint32_t dst = (rgba>>4)&0xf;
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+ const uint32_t equationIndex = (rgba>>8)&0x7;
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drt->SrcBlend = s_blendFactor[src][0];
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drt->DestBlend = s_blendFactor[dst][0];
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- drt->BlendOp = s_blendEquation[equation];
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+ drt->BlendOp = s_blendEquation[equationIndex];
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drt->SrcBlendAlpha = s_blendFactor[src][1];
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drt->DestBlendAlpha = s_blendFactor[dst][1];
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- drt->BlendOpAlpha = s_blendEquation[equation];
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+ drt->BlendOpAlpha = s_blendEquation[equationIndex];
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drt->RenderTargetWriteMask = writeMask;
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}
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@@ -2848,7 +2848,7 @@ RENDERDOC_IMPORT
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if (convert)
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{
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- uint8_t* temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
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+ temp = (uint8_t*)BX_ALLOC(g_allocator, rectpitch*_rect.m_height);
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imageDecodeToBgra8(temp, data, _rect.m_width, _rect.m_height, srcpitch, m_requestedFormat);
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data = temp;
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}
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@@ -3110,8 +3110,8 @@ RENDERDOC_IMPORT
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FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
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float alphaRef = 0.0f;
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- const uint64_t pt = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
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- uint8_t primIndex = uint8_t(pt>>BGFX_STATE_PT_SHIFT);
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+ const uint64_t primType = _render->m_debug&BGFX_DEBUG_WIREFRAME ? BGFX_STATE_PT_LINES : 0;
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+ uint8_t primIndex = uint8_t(primType>>BGFX_STATE_PT_SHIFT);
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PrimInfo prim = s_primInfo[primIndex];
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deviceCtx->IASetPrimitiveTopology(prim.m_type);
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@@ -3360,7 +3360,6 @@ RENDERDOC_IMPORT
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currentState.m_flags = newFlags;
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currentState.m_stencil = newStencil;
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- uint64_t newFlags = renderItem.draw.m_flags;
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setBlendState(newFlags);
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setDepthStencilState(newFlags, packStencil(BGFX_STENCIL_DEFAULT, BGFX_STENCIL_DEFAULT) );
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