- fixes copied from Raze.

This commit is contained in:
Christoph Oelckers 2020-04-29 23:58:50 +02:00
commit d71ef66957
13 changed files with 17 additions and 17 deletions

View file

@ -20,13 +20,13 @@ class FLightBuffer;
class DPSprite;
class FGLRenderBuffers;
class FGL2DDrawer;
class FHardwareTexture;
class SWSceneDrawer;
class HWViewpointBuffer;
struct FRenderViewpoint;
namespace OpenGLRenderer
{
class FHardwareTexture;
class FShaderManager;
class FSamplerManager;
class OpenGLFrameBuffer;

View file

@ -27,7 +27,7 @@ public:
PolyFrameBuffer(void *hMonitor, bool fullscreen);
~PolyFrameBuffer();
void Update();
void Update() override;
bool IsPoly() override { return true; }
@ -65,7 +65,7 @@ public:
private:
void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc) override;
void UpdateShadowMap();
void UpdateShadowMap() override;
void CheckCanvas();

View file

@ -24,6 +24,7 @@
#include <cstdint>
#include <vector>
#include <float.h>
#include "renderstyle.h"
//#include "rendering/swrenderer/drawers/r_draw.h"

View file

@ -533,10 +533,10 @@ void VkPPRenderState::RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDes
auto cmdbuffer = fb->GetDrawCommands();
VkViewport viewport = { };
viewport.x = x;
viewport.y = y;
viewport.width = width;
viewport.height = height;
viewport.x = (float)x;
viewport.y = (float)y;
viewport.width = (float)width;
viewport.height = (float)height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
@ -761,7 +761,7 @@ void VkPPRenderPassSetup::CreatePipeline(const VkPPRenderPassKey &key)
builder.addDynamicState(VK_DYNAMIC_STATE_SCISSOR);
// Note: the actual values are ignored since we use dynamic viewport+scissor states
builder.setViewport(0.0f, 0.0f, 320.0f, 200.0f);
builder.setScissor(0.0f, 0.0f, 320.0f, 200.0f);
builder.setScissor(0, 0, 320, 200);
if (key.StencilTest)
{
builder.addDynamicState(VK_DYNAMIC_STATE_STENCIL_REFERENCE);

View file

@ -404,7 +404,7 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
// Note: the actual values are ignored since we use dynamic viewport+scissor states
builder.setViewport(0.0f, 0.0f, 320.0f, 200.0f);
builder.setScissor(0, 0, 320.0f, 200.0f);
builder.setScissor(0, 0, 320, 200);
static const VkPrimitiveTopology vktopology[] = {
VK_PRIMITIVE_TOPOLOGY_POINT_LIST,

View file

@ -68,7 +68,7 @@ public:
~VulkanFrameBuffer();
bool IsVulkan() override { return true; }
void Update();
void Update() override;
void InitializeState() override;