Add debug for max anisotropy and dynamic textures support.
This commit is contained in:
parent
b015f6ff7a
commit
c86789fc83
|
|
@ -778,7 +778,7 @@ prepare_display_region(DisplayRegion *dr, Lens::StereoChannel stereo_channel) {
|
|||
|
||||
int l, u, w, h;
|
||||
_current_display_region->get_region_pixels_i(l, u, w, h);
|
||||
|
||||
|
||||
DBG_S dxgsg9_cat.debug ( ) << "display_region " << l << " " << u << " " << w << " " << h << "\n"; DBG_E
|
||||
|
||||
// Create the viewport
|
||||
|
|
@ -790,14 +790,14 @@ prepare_display_region(DisplayRegion *dr, Lens::StereoChannel stereo_channel) {
|
|||
dxgsg9_cat.error()
|
||||
<< "SetViewport(" << l << ", " << u << ", " << w << ", " << h
|
||||
<< ") failed" << D3DERRORSTRING(hr);
|
||||
|
||||
|
||||
D3DVIEWPORT9 vp_old;
|
||||
_d3d_device->GetViewport(&vp_old);
|
||||
dxgsg9_cat.error()
|
||||
<< "GetViewport(" << vp_old.X << ", " << vp_old.Y << ", " << vp_old.Width << ", "
|
||||
<< vp_old.Height << ") returned: Trying to set that vp---->\n";
|
||||
hr = _d3d_device->SetViewport(&vp_old);
|
||||
|
||||
|
||||
if (FAILED(hr)) {
|
||||
dxgsg9_cat.error() << "Failed again\n";
|
||||
throw_event("panda3d-render-error");
|
||||
|
|
@ -844,13 +844,13 @@ calc_projection_mat(const Lens *lens) {
|
|||
LMatrix4f::convert_mat(CS_yup_left, _current_lens->get_coordinate_system()) *
|
||||
lens->get_projection_mat(_current_stereo_channel) *
|
||||
rescale_mat;
|
||||
|
||||
|
||||
if (_scene_setup->get_inverted()) {
|
||||
// If the scene is supposed to be inverted, then invert the
|
||||
// projection matrix.
|
||||
result *= LMatrix4f::scale_mat(1.0f, -1.0f, 1.0f);
|
||||
}
|
||||
|
||||
|
||||
return TransformState::make_mat(result);
|
||||
}
|
||||
|
||||
|
|
@ -2356,6 +2356,7 @@ reset() {
|
|||
_vertex_shader_maximum_constants = d3d_caps.MaxVertexShaderConst;
|
||||
|
||||
_supports_stream_offset = (d3d_caps.DevCaps2 & D3DDEVCAPS2_STREAMOFFSET) != 0;
|
||||
_screen->_supports_dynamic_textures = ((d3d_caps.Caps2 & D3DCAPS2_DYNAMICTEXTURES) != 0);
|
||||
|
||||
if (dxgsg9_cat.is_debug()) {
|
||||
dxgsg9_cat.debug()
|
||||
|
|
@ -2383,6 +2384,8 @@ reset() {
|
|||
<< "\nPixelShaderVersion = " << _pixel_shader_version_major << "." << _pixel_shader_version_minor
|
||||
<< "\nMaxVertexShaderConst = " << _vertex_shader_maximum_constants
|
||||
<< "\nsupport stream offset = " << _supports_stream_offset
|
||||
<< "\nsupports dynamic textures = " << _screen->_supports_dynamic_textures
|
||||
<< "\nMaxAnisotropy = " << d3d_caps.MaxAnisotropy
|
||||
<< "\n";
|
||||
}
|
||||
|
||||
|
|
@ -2424,8 +2427,6 @@ reset() {
|
|||
_constant_color_operand = D3DTA_TFACTOR;
|
||||
}
|
||||
|
||||
_screen->_supports_dynamic_textures = ((d3d_caps.Caps2 & D3DCAPS2_DYNAMICTEXTURES) != 0);
|
||||
|
||||
_screen->_managed_textures = _gsg_managed_textures;
|
||||
_screen->_managed_vertex_buffers = _gsg_managed_vertex_buffers;
|
||||
_screen->_managed_index_buffers = _gsg_managed_index_buffers;
|
||||
|
|
@ -3697,7 +3698,7 @@ do_issue_blending() {
|
|||
// all the other blending-related stuff doesn't matter. If the
|
||||
// device doesn't support color-write, we use blending tricks
|
||||
// to effectively disable color write.
|
||||
unsigned int color_channels =
|
||||
unsigned int color_channels =
|
||||
_target._color_write->get_channels() & _color_write_mask;
|
||||
if (color_channels == ColorWriteAttrib::C_off) {
|
||||
if (_target._color_write != _state._color_write) {
|
||||
|
|
|
|||
Loading…
Reference in New Issue