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feat(render): DoScreenGrabOnNextPresent now properly saves the file into the GameHDD folder
feat(storage): save files now filter out the file extension and all save to .ms files to avoid confusion chore(render): make names more accurate
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@@ -98,14 +98,15 @@ ID3D11SamplerState *Renderer::GetManagedSamplerState()
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if (it != managedSamplerStates.end())
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return it->second;
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const bool clampU = (key & 0x01) != 0;
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const bool clampV = (key & 0x02) != 0;
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const bool linearFilter = (key & 0x04) != 0;
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const bool mipLinear = (key & 0x08) != 0;
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const int filterBits = (mipLinear ? 0x08 : 0x00) | (linearFilter ? 0x22 : 0x02);
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const bool clampU = (key & SAMPLER_PARAM_CLAMP_U) != 0;
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const bool clampV = (key & SAMPLER_PARAM_CLAMP_V) != 0;
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const bool linearFilter = (key & SAMPLER_PARAM_LINEAR_FILTER) != 0;
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const bool mipLinear = (key & SAMPLER_PARAM_LINEAR_MIPS) != 0;
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const int filterBits = (mipLinear != 0 ? (linearFilter ? D3D11_FILTER_MIN_MAG_MIP_LINEAR : D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR)
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: (linearFilter ? D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR : D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR));
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D3D11_SAMPLER_DESC desc = {};
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desc.Filter = static_cast<D3D11_FILTER>(filterBits >> 1);
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desc.Filter = static_cast<D3D11_FILTER>(filterBits);
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desc.AddressU = clampU ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressV = clampV ? D3D11_TEXTURE_ADDRESS_CLAMP : D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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@@ -577,7 +578,7 @@ void Renderer::StateSetViewport(C4JRender::eViewportType viewportType)
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viewport.MaxDepth = 1.0f;
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m_pDeviceContext->RSSetViewports(1, &viewport);
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m_pDeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView);
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m_pDeviceContext->OMSetRenderTargets(1, &mainRenderTargetView, depthStencilView);
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}
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