Add debug for max anisotropy and dynamic textures support.

This commit is contained in:
aignacio_sf 2006-03-13 17:12:15 +00:00
parent b015f6ff7a
commit c86789fc83
1 changed files with 9 additions and 8 deletions

View File

@ -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) {