Renderer can load the test_box.map

This commit is contained in:
Robert Beckebans 2022-03-09 21:31:40 +01:00
parent 6ae1f07e95
commit 19f38c9a83
7 changed files with 15 additions and 15 deletions

View file

@ -896,7 +896,7 @@ bool idBinaryImage::LoadFromGeneratedFile( idFile* bFile, ID_TIME_T sourceTimeSt
// sizes are still retained, so the stored data size may be larger than
// just the multiplication of dimensions
assert( img.dataSize >= img.width * img.height * BitsForFormat( ( textureFormat_t )fileData.format ) / 8 );
#if defined(__APPLE__) && defined(USE_VULKAN)
#if ( defined( __APPLE__ ) && defined( USE_VULKAN ) ) //|| defined( USE_NVRHI )
int imgfile_dataSize = img.dataSize;
// SRS - Allocate 2x memory to prepare for in-place conversion from FMT_RGB565 to FMT_RGBA8
if( ( textureFormat_t )fileData.format == FMT_RGB565 )

View file

@ -476,7 +476,7 @@ void idImage::FinalizeImage( bool fromBackEnd, nvrhi::ICommandList* commandList
opts.height = header.height;
opts.numLevels = header.numLevels;
opts.colorFormat = ( textureColor_t )header.colorFormat;
#if defined(__APPLE__) && defined(USE_VULKAN)
#if ( defined( __APPLE__ ) && defined( USE_VULKAN ) ) //|| defined( USE_NVRHI )
// SRS - Set in-memory format to FMT_RGBA8 for converted FMT_RGB565 image
if( header.format == FMT_RGB565 )
{
@ -693,6 +693,7 @@ void idImage::FinalizeImage( bool fromBackEnd, nvrhi::ICommandList* commandList
const bimageImage_t& img = im.GetImageHeader( i );
const byte* pic = im.GetImageData( i );
#if 0
if( opts.format == FMT_RGB565 )
{
int bufferW = img.width;
@ -721,6 +722,7 @@ void idImage::FinalizeImage( bool fromBackEnd, nvrhi::ICommandList* commandList
Mem_Free16( data );
}
else
#endif
{
int bufferW = img.width;
if( IsCompressed() )

View file

@ -131,8 +131,8 @@ void Framebuffer::ResizeFramebuffers()
{
globalImages->bloomRenderImage[i]->Reload( false, tr.backend.commandList );
}
tr.backend.commandList->close( );
deviceManager->GetDevice( )->executeCommandList( tr.backend.commandList );
tr.backend.commandList->close();
deviceManager->GetDevice()->executeCommandList( tr.backend.commandList );
for( uint32_t index = 0; index < backBufferCount; index++ )
{
@ -214,10 +214,10 @@ void Framebuffer::ResizeFramebuffers()
.addColorAttachment( globalImages->bloomRenderImage[i]->texture ) );
}
Framebuffer::Unbind( );
Framebuffer::Unbind();
}
void Framebuffer::Bind( )
void Framebuffer::Bind()
{
RENDERLOG_PRINTF( "Framebuffer::Bind( %s )\n", fboName.c_str() );

View file

@ -387,7 +387,6 @@ void idImage::AllocImage()
.setSampleCount( opts.samples )
.setMipLevels( opts.numLevels );
#if 0
if( opts.colorFormat == CFM_GREEN_ALPHA )
{
textureDesc.componentMapping.bits.r = 5;
@ -423,7 +422,6 @@ void idImage::AllocImage()
textureDesc.componentMapping.bits.b = 0;
textureDesc.componentMapping.bits.a = 0;
}
#endif
if( opts.isRenderTarget )
{

View file

@ -767,7 +767,7 @@ void idRenderBackend::DrawElementsWithCounters( const drawSurf_t* surf )
currentViewport.zmax };
state.viewport.addViewportAndScissorRect( viewport );
if( !currentScissor.IsEmpty( ) )
if( !currentScissor.IsEmpty() )
{
state.viewport.addScissorRect( nvrhi::Rect( currentScissor.x1, currentScissor.x2, currentScissor.y1, currentScissor.y2 ) );
}
@ -1293,7 +1293,7 @@ idRenderBackend::GL_Scissor
void idRenderBackend::GL_Scissor( int x /* left*/, int y /* bottom */, int w, int h )
{
// TODO Check if this is right.
//currentScissor.Clear( );
//currentScissor.Clear();
//currentScissor.AddPoint( x, y );
//currentScissor.AddPoint( x + w, y + h );
}

View file

@ -205,7 +205,7 @@ void idRenderProgManager::LoadComputeProgram( const int programIndex, const int
{
prog.inputLayout = device->createInputLayout(
&vertexLayoutDescs[prog.vertexLayout][0],
vertexLayoutDescs[prog.vertexLayout].Num( ),
vertexLayoutDescs[prog.vertexLayout].Num(),
shaders[prog.vertexShaderIndex].handle );
}
prog.bindingLayout = bindingLayouts[prog.bindingLayoutType];
@ -256,7 +256,7 @@ void idRenderProgManager::KillAllShaders()
tr.backend.ResetPipelineCache();
for( int i = 0; i < shaders.Num( ); i++ )
for( int i = 0; i < shaders.Num(); i++ )
{
if( shaders[i].handle )
{

View file

@ -887,9 +887,9 @@ void idRenderBackend::GL_SetDefaultState()
polyOfsBias = 0.0f;
glStateBits = 0;
hdrAverageLuminance = 0;
hdrMaxLuminance = 0;
hdrTime = 0;
//hdrAverageLuminance = 0;
//hdrMaxLuminance = 0;
//hdrTime = 0;
hdrKey = 0;
GL_State( 0, true );