|
|
@@ -1553,6 +1553,7 @@ namespace bgfx
|
|
|
CAPS_FLAGS(BGFX_CAPS_TEXTURE_2D_ARRAY),
|
|
|
CAPS_FLAGS(BGFX_CAPS_TEXTURE_3D),
|
|
|
CAPS_FLAGS(BGFX_CAPS_TEXTURE_BLIT),
|
|
|
+ CAPS_FLAGS(BGFX_CAPS_TRANSPARENT_BACKBUFFER),
|
|
|
CAPS_FLAGS(BGFX_CAPS_TEXTURE_COMPARE_ALL),
|
|
|
CAPS_FLAGS(BGFX_CAPS_TEXTURE_COMPARE_LEQUAL),
|
|
|
CAPS_FLAGS(BGFX_CAPS_TEXTURE_CUBE_ARRAY),
|
|
|
@@ -1739,18 +1740,20 @@ namespace bgfx
|
|
|
, _resolution.numBackBuffers
|
|
|
, _resolution.maxFrameLatency
|
|
|
);
|
|
|
- BX_TRACE("\t[%c] MSAAx%d", 0 != msaa ? 'x' : ' ', 1<<msaa);
|
|
|
- BX_TRACE("\t[%c] Fullscreen", 0 != (reset & BGFX_RESET_FULLSCREEN) ? 'x' : ' ');
|
|
|
- BX_TRACE("\t[%c] V-sync", 0 != (reset & BGFX_RESET_VSYNC) ? 'x' : ' ');
|
|
|
- BX_TRACE("\t[%c] Max Anisotropy", 0 != (reset & BGFX_RESET_MAXANISOTROPY) ? 'x' : ' ');
|
|
|
- BX_TRACE("\t[%c] Capture", 0 != (reset & BGFX_RESET_CAPTURE) ? 'x' : ' ');
|
|
|
- BX_TRACE("\t[%c] Flush After Render", 0 != (reset & BGFX_RESET_FLUSH_AFTER_RENDER) ? 'x' : ' ');
|
|
|
- BX_TRACE("\t[%c] Flip After Render", 0 != (reset & BGFX_RESET_FLIP_AFTER_RENDER) ? 'x' : ' ');
|
|
|
- BX_TRACE("\t[%c] sRGB Back Buffer", 0 != (reset & BGFX_RESET_SRGB_BACKBUFFER) ? 'x' : ' ');
|
|
|
- BX_TRACE("\t[%c] HDR10", 0 != (reset & BGFX_RESET_HDR10) ? 'x' : ' ');
|
|
|
- BX_TRACE("\t[%c] Hi-DPI", 0 != (reset & BGFX_RESET_HIDPI) ? 'x' : ' ');
|
|
|
- BX_TRACE("\t[%c] Depth Clamp", 0 != (reset & BGFX_RESET_DEPTH_CLAMP) ? 'x' : ' ');
|
|
|
- BX_TRACE("\t[%c] Suspend", 0 != (reset & BGFX_RESET_SUSPEND) ? 'x' : ' ');
|
|
|
+
|
|
|
+ BX_TRACE("\t[%c] MSAAx%d", 0 != msaa ? 'x' : ' ', 1<<msaa);
|
|
|
+ BX_TRACE("\t[%c] Fullscreen", 0 != (reset & BGFX_RESET_FULLSCREEN) ? 'x' : ' ');
|
|
|
+ BX_TRACE("\t[%c] V-sync", 0 != (reset & BGFX_RESET_VSYNC) ? 'x' : ' ');
|
|
|
+ BX_TRACE("\t[%c] Max Anisotropy", 0 != (reset & BGFX_RESET_MAXANISOTROPY) ? 'x' : ' ');
|
|
|
+ BX_TRACE("\t[%c] Capture", 0 != (reset & BGFX_RESET_CAPTURE) ? 'x' : ' ');
|
|
|
+ BX_TRACE("\t[%c] Flush After Render", 0 != (reset & BGFX_RESET_FLUSH_AFTER_RENDER) ? 'x' : ' ');
|
|
|
+ BX_TRACE("\t[%c] Flip After Render", 0 != (reset & BGFX_RESET_FLIP_AFTER_RENDER) ? 'x' : ' ');
|
|
|
+ BX_TRACE("\t[%c] sRGB Back Buffer", 0 != (reset & BGFX_RESET_SRGB_BACKBUFFER) ? 'x' : ' ');
|
|
|
+ BX_TRACE("\t[%c] Transparent Back Buffer", 0 != (reset & BGFX_RESET_TRANSPARENT_BACKBUFFER) ? 'x' : ' ');
|
|
|
+ BX_TRACE("\t[%c] HDR10", 0 != (reset & BGFX_RESET_HDR10) ? 'x' : ' ');
|
|
|
+ BX_TRACE("\t[%c] Hi-DPI", 0 != (reset & BGFX_RESET_HIDPI) ? 'x' : ' ');
|
|
|
+ BX_TRACE("\t[%c] Depth Clamp", 0 != (reset & BGFX_RESET_DEPTH_CLAMP) ? 'x' : ' ');
|
|
|
+ BX_TRACE("\t[%c] Suspend", 0 != (reset & BGFX_RESET_SUSPEND) ? 'x' : ' ');
|
|
|
}
|
|
|
|
|
|
TextureFormat::Enum getViableTextureFormat(const bimg::ImageContainer& _imageContainer)
|