Some code formatting changes to conform to Panda style guide.
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26c10bc231
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@ -393,8 +393,7 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
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stream = 0;
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offset = 0;
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if (_lru)
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{
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if (_lru) {
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_lru -> access_page (dvbc -> _lru_page);
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}
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@ -440,8 +439,7 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
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if (shader_context == 0)
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{
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// FVF MODE
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if (set_stream_source)
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{
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if (set_stream_source) {
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hr = _d3d_device->SetStreamSource
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(stream, dvbc->_vbuffer, offset, dvbc->get_data()->get_array_format()->get_stride());
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if (FAILED(hr)) {
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@ -465,16 +463,12 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
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else
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{
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// SHADER MODE
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if (set_stream_source)
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{
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if (dvbc -> _direct_3d_vertex_declaration)
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{
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if (dvbc -> _shader_context == shader_context)
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{
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if (set_stream_source) {
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if (dvbc -> _direct_3d_vertex_declaration) {
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if (dvbc -> _shader_context == shader_context) {
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// same shader as before, no need to remap a new vertex declaration
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}
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else
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{
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else {
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// need to make a new vertex declaration since the new shader may
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// have a different mapping
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dvbc -> _direct_3d_vertex_declaration -> Release ( );
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@ -483,8 +477,8 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
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}
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}
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if (dvbc -> _direct_3d_vertex_declaration == 0 && dvbc -> _vertex_element_type_array)
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{
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if (dvbc -> _direct_3d_vertex_declaration == 0 &&
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dvbc -> _vertex_element_type_array) {
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VertexElementArray *vertex_element_array;
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vertex_element_array = shader_context -> _vertex_element_array;
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@ -492,29 +486,28 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
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{
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int index;
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for (index = 0; index < vertex_element_array -> total_elements; index++)
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for (index = 0; index < vertex_element_array->total_elements; index++)
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{
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VERTEX_ELEMENT_TYPE *vertex_element_type;
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VERTEX_ELEMENT_TYPE *source_vertex_element_type;
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vertex_element_type = &vertex_element_array -> vertex_element_type_array [index];
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vertex_element_type =
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&vertex_element_array -> vertex_element_type_array [index];
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// MAP VERTEX ELEMENTS to VERTEX SHADER INPUTS
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// get offsets from vertex data for certain types of vertex elements
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offset = 0;
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source_vertex_element_type = dvbc -> _vertex_element_type_array;
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while (source_vertex_element_type -> id != VS_END)
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{
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if (source_vertex_element_type -> id == vertex_element_type -> id)
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{
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while (source_vertex_element_type -> id != VS_END) {
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if (source_vertex_element_type -> id ==
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vertex_element_type -> id) {
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offset = source_vertex_element_type -> offset;
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break;
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}
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source_vertex_element_type++;
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}
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if (source_vertex_element_type -> id == VS_END)
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{
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if (source_vertex_element_type -> id == VS_END) {
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dxgsg9_cat.error()
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<< "unable to find a mapping for vertex shader input type="
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<< vertex_element_type -> id
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@ -524,7 +517,9 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
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vertex_element_array -> set_vertex_element_offset (index, offset);
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}
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hr = _d3d_device -> CreateVertexDeclaration (vertex_element_array -> vertex_element_array, &dvbc -> _direct_3d_vertex_declaration);
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hr = _d3d_device -> CreateVertexDeclaration (
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vertex_element_array -> vertex_element_array,
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&dvbc -> _direct_3d_vertex_declaration);
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if (FAILED (hr)) {
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dxgsg9_cat.error()
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<< "CreateVertexDeclaration failed"
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@ -533,8 +528,7 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context
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dvbc -> _shader_context = shader_context;
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}
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else
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{
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else {
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dxgsg9_cat.error() << "apply_vertex_buffer ( ): shader_context vertex_element_array == 0\n";
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}
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}
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@ -607,8 +601,7 @@ void DXGraphicsStateGuardian9::
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apply_index_buffer(IndexBufferContext *ibc) {
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DXIndexBufferContext9 *dibc = DCAST(DXIndexBufferContext9, ibc);
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if (_lru)
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{
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if (_lru) {
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_lru -> access_page (dibc -> _lru_page);
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}
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@ -718,7 +711,8 @@ do_clear(const RenderBuffer &buffer) {
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if (buffer_type & RenderBuffer::T_stencil) {
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aux_flags |= D3DCLEAR_STENCIL;
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nassertv(_screen->_presentation_params.EnableAutoDepthStencil && IS_STENCIL_FORMAT(_screen->_presentation_params.AutoDepthStencilFormat));
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nassertv(_screen->_presentation_params.EnableAutoDepthStencil &&
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IS_STENCIL_FORMAT(_screen->_presentation_params.AutoDepthStencilFormat));
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}
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if ((main_flags | aux_flags) != 0) {
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@ -788,7 +782,7 @@ prepare_display_region() {
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int l, u, w, h;
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_actual_display_region->get_region_pixels_i(l, u, w, h);
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DBG_S dxgsg9_cat.debug ( ) << "display_region " << l << " " << u << " " << w << " " << h << "\n"; DBG_E
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DBG_S dxgsg9_cat.debug ( ) << "display_region " << l << " " << u << " " << w << " " << h << "\n"; DBG_E
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// Create the viewport
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D3DVIEWPORT9 vp = { l, u, w, h, 0.0f, 1.0f };
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