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xrRenderDX10: Move dx10MinMaxSMBlender to xrRenderDX10.
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CrossVR committed Nov 25, 2015
1 parent 31375c9 commit bdfdf1a
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Showing 11 changed files with 28 additions and 55 deletions.
8 changes: 7 additions & 1 deletion src/Layers/xrRender/r__screenshot.cpp
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Expand Up @@ -38,7 +38,13 @@ IC void MouseRayFromPoint ( Fvector& direction, int x, int y, Fmatrix& m_CamMat
#define SM_FOR_SEND_WIDTH 640
#define SM_FOR_SEND_HEIGHT 480

#if defined(USE_DX10) || defined(USE_DX11)
#if defined(USE_OGL)
void CRender::ScreenshotImpl(ScreenshotMode mode, LPCSTR name, CMemoryWriter* memory_writer)
{
// TODO: OGL: Implement screenshot feature.
}

#elif defined(USE_DX10) || defined(USE_DX11)
void CRender::ScreenshotImpl (ScreenshotMode mode, LPCSTR name, CMemoryWriter* memory_writer)
{
ID3DResource *pSrcTexture;
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23 changes: 0 additions & 23 deletions src/Layers/xrRenderPC_GL/glMinMaxSMBlender.cpp

This file was deleted.

15 changes: 0 additions & 15 deletions src/Layers/xrRenderPC_GL/glMinMaxSMBlender.h

This file was deleted.

1 change: 1 addition & 0 deletions src/Layers/xrRenderPC_GL/gl_rendertarget.cpp
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Expand Up @@ -10,6 +10,7 @@
#include "blender_bloom_build.h"
#include "blender_luminance.h"
#include "blender_ssao.h"
#include "Layers/xrRenderDX10/dx10MinMaxSMBlender.h"
#include "Layers/xrRenderDX10/msaa/dx10MSAABlender.h"
#include "Layers/xrRenderDX10/DX10 Rain/dx10RainBlender.h"

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5 changes: 3 additions & 2 deletions src/Layers/xrRenderPC_GL/xrRender_GL.vcxproj
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Expand Up @@ -205,6 +205,7 @@
<ItemGroup>
<ClCompile Include="..\xrRenderDX10\Blender_Recorder_R3.cpp" />
<ClCompile Include="..\xrRenderDX10\DX10 Rain\dx10RainBlender.cpp" />
<ClCompile Include="..\xrRenderDX10\dx10MinMaxSMBlender.cpp" />
<ClCompile Include="..\xrRenderGL\glHW.cpp" />
<ClCompile Include="..\xrRenderGL\glBufferUtils.cpp" />
<ClCompile Include="..\xrRenderGL\glDetailManager_VS.cpp" />
Expand Down Expand Up @@ -254,6 +255,7 @@
<ClCompile Include="..\xrRender\Light_Render_Direct_ComputeXFS.cpp" />
<ClCompile Include="..\xrRender\ModelPool.cpp" />
<ClCompile Include="..\xrRender\R_DStreams.cpp" />
<ClCompile Include="..\xrRender\r__screenshot.cpp" />
<ClCompile Include="..\xrRender\Shader.cpp" />
<ClCompile Include="blender_bloom_build.cpp" />
<ClCompile Include="blender_combine.cpp" />
Expand All @@ -268,7 +270,6 @@
<ClCompile Include="blender_light_spot.cpp" />
<ClCompile Include="blender_luminance.cpp" />
<ClCompile Include="blender_ssao.cpp" />
<ClCompile Include="glMinMaxSMBlender.cpp" />
<ClCompile Include="gl_loader.cpp" />
<ClCompile Include="gl_rendertarget_accum_direct.cpp" />
<ClCompile Include="gl_rendertarget_accum_omnipart_geom.cpp" />
Expand Down Expand Up @@ -404,6 +405,7 @@
<ClInclude Include="..\..\Include\xrRender\UIShader.h" />
<ClInclude Include="..\..\Include\xrRender\WallMarkArray.h" />
<ClInclude Include="..\xrRenderDX10\DX10 Rain\dx10RainBlender.h" />
<ClInclude Include="..\xrRenderDX10\dx10MinMaxSMBlender.h" />
<ClInclude Include="..\xrRenderGL\glBufferUtils.h" />
<ClInclude Include="..\xrRenderGL\glR_Backend_Runtime.h" />
<ClInclude Include="..\xrRenderGL\glr_constants_cache.h" />
Expand Down Expand Up @@ -517,7 +519,6 @@
<ClInclude Include="..\xrRender\uber_deffer.h" />
<ClInclude Include="..\xrRender\WallmarksEngine.h" />
<ClInclude Include="..\xrRender\xrRender_console.h" />
<ClInclude Include="glMinMaxSMBlender.h" />
<ClInclude Include="gl_rendertarget_wallmarks.h" />
<ClInclude Include="r2_types.h" />
<ClInclude Include="gl_rendertarget.h" />
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13 changes: 8 additions & 5 deletions src/Layers/xrRenderPC_GL/xrRender_GL.vcxproj.filters
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Expand Up @@ -660,12 +660,15 @@
<ClCompile Include="gl_rendertarget_phase_ssao.cpp">
<Filter>Core_Target</Filter>
</ClCompile>
<ClCompile Include="glMinMaxSMBlender.cpp">
<Filter>Shading templates</Filter>
<ClCompile Include="..\xrRender\r__screenshot.cpp">
<Filter>Core</Filter>
</ClCompile>
<ClCompile Include="..\xrRender\Debug\dxPixEventWrapper.cpp">
<Filter>Debug</Filter>
</ClCompile>
<ClCompile Include="..\xrRenderDX10\dx10MinMaxSMBlender.cpp">
<Filter>Shading templates</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="stdafx.h">
Expand Down Expand Up @@ -1094,11 +1097,11 @@
<ClInclude Include="gl_rendertarget_wallmarks.h">
<Filter>Core_Target</Filter>
</ClInclude>
<ClInclude Include="glMinMaxSMBlender.h">
<Filter>Shading templates</Filter>
</ClInclude>
<ClInclude Include="..\xrRender\Debug\dxPixEventWrapper.h">
<Filter>Debug</Filter>
</ClInclude>
<ClInclude Include="..\xrRenderDX10\dx10MinMaxSMBlender.h">
<Filter>Shading templates</Filter>
</ClInclude>
</ItemGroup>
</Project>
2 changes: 1 addition & 1 deletion src/Layers/xrRenderPC_R3/r3_rendertarget.cpp
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Expand Up @@ -10,7 +10,7 @@
#include "blender_bloom_build.h"
#include "blender_luminance.h"
#include "blender_ssao.h"
#include "dx10MinMaxSMBlender.h"
#include "Layers/xrRenderDX10/dx10MinMaxSMBlender.h"
#include "Layers/xrRenderDX10/msaa/dx10MSAABlender.h"
#include "Layers/xrRenderDX10/DX10 Rain/dx10RainBlender.h"
#include <D3DX10Tex.h>
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4 changes: 2 additions & 2 deletions src/Layers/xrRenderPC_R3/xrRender_R3.vcxproj
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Expand Up @@ -215,6 +215,7 @@
<ClInclude Include="..\xrRenderDX10\dx10BufferUtils.h" />
<ClInclude Include="..\xrRenderDX10\dx10ConstantBuffer.h" />
<ClInclude Include="..\xrRenderDX10\dx10ConstantBuffer_impl.h" />
<ClInclude Include="..\xrRenderDX10\dx10MinMaxSMBlender.h" />
<ClInclude Include="..\xrRenderDX10\dx10R_Backend_Runtime.h" />
<ClInclude Include="..\xrRenderDX10\dx10r_constants_cache.h" />
<ClInclude Include="..\xrRenderDX10\dx10StateUtils.h" />
Expand Down Expand Up @@ -343,7 +344,6 @@
<ClInclude Include="blender_light_spot.h" />
<ClInclude Include="blender_luminance.h" />
<ClInclude Include="blender_ssao.h" />
<ClInclude Include="dx10MinMaxSMBlender.h" />
<ClInclude Include="..\xrRender\light_gi.h" />
<ClInclude Include="..\xrRender\Light_Render_Direct.h" />
<ClInclude Include="..\xrRender\light_smapvis.h" />
Expand All @@ -370,6 +370,7 @@
<ClCompile Include="..\xrRenderDX10\dx10ConstantBuffer.cpp" />
<ClCompile Include="..\xrRenderDX10\dx10DetailManager_VS.cpp" />
<ClCompile Include="..\xrRenderDX10\dx10HW.cpp" />
<ClCompile Include="..\xrRenderDX10\dx10MinMaxSMBlender.cpp" />
<ClCompile Include="..\xrRenderDX10\dx10ResourceManager_Resources.cpp" />
<ClCompile Include="..\xrRenderDX10\dx10ResourceManager_Scripting.cpp" />
<ClCompile Include="..\xrRenderDX10\dx10r_constants.cpp" />
Expand Down Expand Up @@ -505,7 +506,6 @@
<ClCompile Include="blender_light_spot.cpp" />
<ClCompile Include="blender_luminance.cpp" />
<ClCompile Include="blender_ssao.cpp" />
<ClCompile Include="dx10MinMaxSMBlender.cpp" />
<ClCompile Include="..\xrRender\light_GI.cpp" />
<ClCompile Include="..\xrRender\Light_Render_Direct.cpp" />
<ClCompile Include="..\xrRender\Light_Render_Direct_ComputeXFS.cpp" />
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12 changes: 6 additions & 6 deletions src/Layers/xrRenderPC_R3/xrRender_R3.vcxproj.filters
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Expand Up @@ -309,9 +309,6 @@
<ClInclude Include="blender_ssao.h">
<Filter>Shading templates</Filter>
</ClInclude>
<ClInclude Include="dx10MinMaxSMBlender.h">
<Filter>Shading templates</Filter>
</ClInclude>
<ClInclude Include="..\xrRender\uber_deffer.h">
<Filter>Shading templates</Filter>
</ClInclude>
Expand Down Expand Up @@ -705,6 +702,9 @@
<ClInclude Include="..\xrRender\D3DXRenderBase.h">
<Filter>Core</Filter>
</ClInclude>
<ClInclude Include="..\xrRenderDX10\dx10MinMaxSMBlender.h">
<Filter>Shading templates</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="stdafx.cpp">
Expand Down Expand Up @@ -887,9 +887,6 @@
<ClCompile Include="blender_ssao.cpp">
<Filter>Shading templates</Filter>
</ClCompile>
<ClCompile Include="dx10MinMaxSMBlender.cpp">
<Filter>Shading templates</Filter>
</ClCompile>
<ClCompile Include="..\xrRender\uber_deffer.cpp">
<Filter>Shading templates</Filter>
</ClCompile>
Expand Down Expand Up @@ -1283,5 +1280,8 @@
<ClCompile Include="..\xrRender\RenderAllocator.cpp">
<Filter>Core</Filter>
</ClCompile>
<ClCompile Include="..\xrRenderDX10\dx10MinMaxSMBlender.cpp">
<Filter>Shading templates</Filter>
</ClCompile>
</ItemGroup>
</Project>

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