Integrating up through commit 90f050496

This commit is contained in:
alexpete
2021-04-07 14:03:29 -07:00
parent 8f2ed080a9
commit c2cbd430fe
2694 changed files with 285622 additions and 176874 deletions
+15 -15
View File
@@ -781,8 +781,8 @@ public:
#include AZ_RESTRICTED_FILE(Renderer_h)
#endif
virtual void DrawStringU(IFFont_RenderProxy* pFont, float x, float y, float z, const char* pStr, const bool asciiMultiLine, const STextDrawContext& ctx) const;
virtual void RT_DrawStringU(IFFont_RenderProxy* pFont, float x, float y, float z, const char* pStr, const bool asciiMultiLine, const STextDrawContext& ctx) const = 0;
virtual void DrawStringU(IFFont_RenderProxy* pFont, float x, float y, float z, const char* pStr, bool asciiMultiLine, const STextDrawContext& ctx) const;
virtual void RT_DrawStringU(IFFont_RenderProxy* pFont, float x, float y, float z, const char* pStr, bool asciiMultiLine, const STextDrawContext& ctx) const = 0;
virtual void RT_DrawLines(Vec3 v[], int nump, ColorF& col, int flags, float fGround) = 0;
@@ -847,7 +847,7 @@ public:
virtual void RequestFlushAllPendingTextureStreamingJobs(int nFrames) { m_nFlushAllPendingTextureStreamingJobs = nFrames; }
virtual void SetTexturesStreamingGlobalMipFactor(float fFactor) { m_fTexturesStreamingGlobalMipFactor = fFactor; }
virtual void SetRendererCVar(ICVar* pCVar, const char* pArgText, const bool bSilentMode = false) = 0;
virtual void SetRendererCVar(ICVar* pCVar, const char* pArgText, bool bSilentMode = false) = 0;
virtual void EF_ClearTargetsImmediately(uint32 nFlags) = 0;
virtual void EF_ClearTargetsImmediately(uint32 nFlags, const ColorF& Colors, float fDepth, uint8 nStencil) = 0;
@@ -935,7 +935,7 @@ public:
#endif
}
virtual int GetCurrentNumberOfDrawCalls([[maybe_unused]] const uint32 EFSListMask) const
virtual int GetCurrentNumberOfDrawCalls([[maybe_unused]] uint32 EFSListMask) const
{
int nDIPs = 0;
#if defined(ENABLE_PROFILING_CODE)
@@ -951,7 +951,7 @@ public:
return nDIPs;
}
virtual float GetCurrentDrawCallRTTimes(const uint32 EFSListMask) const
virtual float GetCurrentDrawCallRTTimes(uint32 EFSListMask) const
{
float fDIPTimes = 0.0f;
int nThr = m_pRT->GetThreadList();
@@ -1052,8 +1052,8 @@ public:
virtual unsigned int DownLoadToVideoMemoryCube(const byte* data, int w, int h, ETEX_Format eTFSrc, ETEX_Format eTFDst, int nummipmap, bool repeat = true, int filter = FILTER_BILINEAR, int Id = 0, const char* szCacheName = NULL, int flags = 0, EEndian eEndian = eLittleEndian, RectI* pRegion = NULL, bool bAsynDevTexCreation = false) = 0;
virtual bool DXTCompress(const byte* raw_data, int nWidth, int nHeight, ETEX_Format eTF, bool bUseHW, bool bGenMips, int nSrcBytesPerPix, MIPDXTcallback callback);
virtual bool DXTDecompress(const byte* srcData, const size_t srcFileSize, byte* dstData, int nWidth, int nHeight, int nMips, ETEX_Format eSrcTF, bool bUseHW, int nDstBytesPerPix);
virtual bool SetGammaDelta(const float fGamma) = 0;
virtual bool DXTDecompress(const byte* srcData, size_t srcFileSize, byte* dstData, int nWidth, int nHeight, int nMips, ETEX_Format eSrcTF, bool bUseHW, int nDstBytesPerPix);
virtual bool SetGammaDelta(float fGamma) = 0;
virtual void RemoveTexture(unsigned int TextureId) = 0;
@@ -1598,8 +1598,8 @@ public:
virtual bool EF_RenderEnvironmentCubeHDR (int size, Vec3& Pos, TArray<unsigned short>& vecData);
virtual ITexture* EF_GetTextureByID(int Id);
virtual ITexture* EF_GetTextureByName(const char* name, uint32 flags = 0);
virtual ITexture* EF_LoadTexture(const char* nameTex, const uint32 flags = 0);
virtual ITexture* EF_LoadCubemapTexture(const char* nameTex, const uint32 flags = 0);
virtual ITexture* EF_LoadTexture(const char* nameTex, uint32 flags = 0);
virtual ITexture* EF_LoadCubemapTexture(const char* nameTex, uint32 flags = 0);
virtual ITexture* EF_LoadDefaultTexture(const char* nameTex);
virtual const SShaderProfile& GetShaderProfile(EShaderType eST) const;
@@ -1627,19 +1627,19 @@ public:
void EF_AddEf_NotVirtual (IRenderElement* pRE, SShaderItem& pSH, CRenderObject* pObj, const SRenderingPassInfo& passInfo, int nList, int nAW, const SRendItemSorter& rendItemSorter);
// Draw all shaded REs in the list
virtual void EF_EndEf3D (const int nFlags, const int nPrecacheUpdateId, const int nNearPrecacheUpdateId, const SRenderingPassInfo& passInfo) = 0;
virtual void EF_EndEf3D (int nFlags, int nPrecacheUpdateId, int nNearPrecacheUpdateId, const SRenderingPassInfo& passInfo) = 0;
virtual void EF_InvokeShadowMapRenderJobs(const int nFlags) = 0;
virtual void EF_InvokeShadowMapRenderJobs(int nFlags) = 0;
// 2d interface for shaders
virtual void EF_EndEf2D(const bool bSort) = 0;
virtual void EF_EndEf2D(bool bSort) = 0;
// Dynamic lights
virtual bool EF_IsFakeDLight (const CDLight* Source);
virtual void EF_ADDDlight(CDLight* Source, const SRenderingPassInfo& passInfo);
virtual bool EF_AddDeferredDecal(const SDeferredDecal& rDecal);
virtual uint32 EF_GetDeferredLightsNum(const eDeferredLightType eLightType = eDLT_DeferredLight);
virtual uint32 EF_GetDeferredLightsNum(eDeferredLightType eLightType = eDLT_DeferredLight);
virtual int EF_AddDeferredLight(const CDLight& pLight, float fMult, const SRenderingPassInfo& passInfo, const SRendItemSorter& rendItemSorter);
virtual TArray<SRenderLight>* EF_GetDeferredLights(const SRenderingPassInfo& passInfo, const eDeferredLightType eLightType = eDLT_DeferredLight);
virtual TArray<SRenderLight>* EF_GetDeferredLights(const SRenderingPassInfo& passInfo, eDeferredLightType eLightType = eDLT_DeferredLight);
SRenderLight* EF_GetDeferredLightByID(const uint16 nLightID, const eDeferredLightType eLightType = eDLT_DeferredLight);
virtual void EF_ClearDeferredLightsList();
virtual void EF_ReleaseDeferredData();
@@ -1649,7 +1649,7 @@ public:
void EF_CheckLightMaterial(CDLight* pLight, uint16 nRenderLightID, const SRenderingPassInfo& passInfo, const SRendItemSorter& rendItemSorter);
// Water sim hits
virtual void EF_AddWaterSimHit(const Vec3& vPos, const float scale, const float strength);
virtual void EF_AddWaterSimHit(const Vec3& vPos, float scale, float strength);
virtual void EF_DrawWaterSimHits();
virtual void EF_QueryImpl(ERenderQueryTypes eQuery, void* pInOut0, uint32 nInOutSize0, void* pInOut1, uint32 nInOutSize1);
@@ -1792,7 +1792,7 @@ public:
void SetWasUnload(bool bSet) { m_bWasUnloaded = bSet; }
const bool IsPartiallyLoaded() const { return m_nMinMipVidUploaded != 0; }
const bool IsUnloaded(void) const { return m_bWasUnloaded; }
void SetKeepSystemCopy(const bool bKeepSystemCopy)
void SetKeepSystemCopy(bool bKeepSystemCopy)
{
if (bKeepSystemCopy)
{
@@ -259,7 +259,7 @@ namespace NCryMetal
}
else if(CTexture::IsDeviceFormatTypeless(pFormat->m_eDXGIFormat))
{
//Apple recommendation -> For sRGB variant views, you dont need the PFV flag when: - running on
//Apple recommendation -> For sRGB variant views, you don't need the PFV flag when: - running on
//iOS/tvOS 12.0 or newer - running on macOS 10.15 or newer
//However, on older OSs (and in macOS case, older GPUs) you are still required to set the flag.
#if defined(AZ_COMPILER_CLANG) && AZ_COMPILER_CLANG >= 9 //@available was added in Xcode 9
@@ -443,7 +443,6 @@ void CD3D9Renderer::InitRenderer()
CV_capture_frames = 0;
CV_capture_folder = 0;
CV_capture_file_format = 0;
CV_capture_buffer = 0;
m_NewViewport.fMinZ = 0;
@@ -1830,8 +1829,10 @@ bool CD3D9Renderer::PrepFrameCapture(FrameBufferDescription& frameBufDesc, CText
HRESULT hrZ = GetDevice().CreateTexture2D(&tmpZdesc, NULL, &frameBufDesc.tempZtex);
D3D11_MAPPED_SUBRESOURCE zMappedResource;
frameBufDesc.includeAlpha = ((CV_capture_buffer->GetIVal() == ICaptureKey::ColorWithAlpha) && frameBufDesc.tempZtex && (tmpZdesc.Width == frameBufDesc.backBufferDesc.Width) && (tmpZdesc.Height == frameBufDesc.backBufferDesc.Height));
// default to includeAlpha 'on'
frameBufDesc.includeAlpha = frameBufDesc.tempZtex && tmpZdesc.Width == frameBufDesc.backBufferDesc.Width &&
tmpZdesc.Height == frameBufDesc.backBufferDesc.Height;
if (frameBufDesc.includeAlpha)
{
@@ -2095,7 +2096,7 @@ bool CD3D9Renderer::InternalSaveToTIFF(ID3D11Texture2D* backBuffer, const char*
void CD3D9Renderer::CacheCaptureCVars()
{
// cache console vars
if (!CV_capture_frames || !CV_capture_folder || !CV_capture_file_format || !CV_capture_frame_once ||
if (!CV_capture_frames || !CV_capture_folder || !CV_capture_frame_once ||
!CV_capture_file_name || !CV_capture_file_prefix || !CV_capture_buffer)
{
ISystem* pSystem(GetISystem());
@@ -2112,7 +2113,6 @@ void CD3D9Renderer::CacheCaptureCVars()
CV_capture_frames = !CV_capture_frames ? pConsole->GetCVar("capture_frames") : CV_capture_frames;
CV_capture_folder = !CV_capture_folder ? pConsole->GetCVar("capture_folder") : CV_capture_folder;
CV_capture_file_format = !CV_capture_file_format ? pConsole->GetCVar("capture_file_format") : CV_capture_file_format;
CV_capture_frame_once = !CV_capture_frame_once ? pConsole->GetCVar("capture_frame_once") : CV_capture_frame_once;
CV_capture_file_name = !CV_capture_file_name ? pConsole->GetCVar("capture_file_name") : CV_capture_file_name;
CV_capture_file_prefix = !CV_capture_file_prefix ? pConsole->GetCVar("capture_file_prefix") : CV_capture_file_prefix;
@@ -2125,7 +2125,7 @@ void CD3D9Renderer::CaptureFrameBuffer()
CDebugAllowFileAccess ignoreInvalidFileAccess;
CacheCaptureCVars();
if (!CV_capture_frames || !CV_capture_folder || !CV_capture_file_format || !CV_capture_frame_once ||
if (!CV_capture_frames || !CV_capture_folder || !CV_capture_frame_once ||
!CV_capture_file_name || !CV_capture_file_prefix || !CV_capture_buffer)
{
return;
@@ -2156,7 +2156,7 @@ void CD3D9Renderer::CaptureFrameBuffer()
}
size_t pathLen = strlen(path);
snprintf(&path[pathLen], sizeof(path) - 1 - pathLen, "\\%s%06d.%s", prefix, frameNum - 1, CV_capture_file_format->GetString());
snprintf(&path[pathLen], sizeof(path) - 1 - pathLen, "\\%s%06d.%s", prefix, frameNum - 1, "jpg");
}
if (CV_capture_frame_once->GetIVal())
@@ -852,7 +852,7 @@ public:
bool EF_PrepareShadowGenForLight(SRenderLight* pLight, int nLightID);
bool PrepareShadowGenForFrustum(ShadowMapFrustum* pCurFrustum, SRenderLight* pLight, int nLightFrustumID = 0, int nLOD = 0);
void PrepareShadowGenForFrustumNonJobs(const int nFlags);
virtual void EF_InvokeShadowMapRenderJobs(const int nFlags);
virtual void EF_InvokeShadowMapRenderJobs(int nFlags);
void InvokeShadowMapRenderJobs(ShadowMapFrustum* pCurFrustum, const SRenderingPassInfo& passInfo);
void StartInvokeShadowMapRenderJobs(ShadowMapFrustum* pCurFrustum, const SRenderingPassInfo& passInfo);
@@ -989,7 +989,7 @@ public:
virtual void RT_ReleaseCB(void* pCB);
virtual void RT_DrawDynVB(SVF_P3F_C4B_T2F* pBuf, uint16* pInds, uint32 nVerts, uint32 nInds, const PublicRenderPrimitiveType nPrimType);
virtual void RT_DrawDynVBUI(SVF_P2F_C4B_T2F_F4B* pBuf, uint16* pInds, uint32 nVerts, uint32 nInds, const PublicRenderPrimitiveType nPrimType);
virtual void RT_DrawStringU(IFFont_RenderProxy* pFont, float x, float y, float z, const char* pStr, const bool asciiMultiLine, const STextDrawContext& ctx) const;
virtual void RT_DrawStringU(IFFont_RenderProxy* pFont, float x, float y, float z, const char* pStr, bool asciiMultiLine, const STextDrawContext& ctx) const;
virtual void RT_DrawLines(Vec3 v[], int nump, ColorF& col, int flags, float fGround);
virtual void RT_Draw2dImage(float xpos, float ypos, float w, float h, CTexture* pTexture, float s0, float t0, float s1, float t1, float angle, DWORD col, float z);
virtual void RT_Draw2dImageStretchMode(bool bStretch);
@@ -1112,7 +1112,7 @@ public:
void DrawLines(Vec3 v[], int nump, ColorF& col, int flags, float fGround);
virtual void Graph(byte* g, int x, int y, int wdt, int hgt, int nC, int type, const char* text, ColorF& color, float fScale);
virtual void DrawDynVB(SVF_P3F_C4B_T2F* pBuf, uint16* pInds, int nVerts, int nInds, const PublicRenderPrimitiveType nPrimType);
virtual void DrawDynVB(SVF_P3F_C4B_T2F* pBuf, uint16* pInds, int nVerts, int nInds, PublicRenderPrimitiveType nPrimType);
virtual void DrawDynUiPrimitiveList(DynUiPrimitiveList& primitives, int totalNumVertices, int totalNumIndices);
virtual void PrintResourcesLeaks();
@@ -1159,7 +1159,7 @@ public:
virtual void ReadFrameBuffer(unsigned char* pRGB, int nImageX, int nSizeX, int nSizeY, ERB_Type eRBType, bool bRGBA, int nScaledX = -1, int nScaledY = -1);
virtual void ReadFrameBufferFast(uint32* pDstARGBA8, int dstWidth, int dstHeight, bool BGRA = true);
virtual void SetRendererCVar(ICVar* pCVar, const char* pArgText, const bool bSilentMode = false);
virtual void SetRendererCVar(ICVar* pCVar, const char* pArgText, bool bSilentMode = false);
/////////////////////////////////////////////////////////////////////////////////////////////////////
// This routines uses 2 destination surfaces. It triggers a backbuffer copy to one of its surfaces,
@@ -1267,7 +1267,7 @@ public:
virtual int ScreenToTexture(int nTexID);
virtual bool SetGammaDelta(const float fGamma);
virtual bool SetGammaDelta(float fGamma);
//////////////////////////////////////////////////////////////////////
// Replacement functions for the Font engine
@@ -1871,7 +1871,7 @@ public:
}
// This is a cross-platform low-level function for DIP call
ILINE void FX_DrawPrimitive(const eRenderPrimitiveType eType, const int nStartVertex, const int nVerticesCount, const int nInstanceVertices = 0)
ILINE void FX_DrawPrimitive(eRenderPrimitiveType eType, int nStartVertex, int nVerticesCount, int nInstanceVertices = 0)
{
int nPrimitives;
if (nInstanceVertices)
@@ -2046,8 +2046,8 @@ public:
void EF_PrintProfileInfo();
virtual void EF_EndEf3D (const int nFlags, const int nPrecacheUpdateId, const int nNearPrecacheUpdateId, const SRenderingPassInfo& passInfo);
virtual void EF_EndEf2D(const bool bSort); // 2d only
virtual void EF_EndEf3D (int nFlags, int nPrecacheUpdateId, int nNearPrecacheUpdateId, const SRenderingPassInfo& passInfo);
virtual void EF_EndEf2D(bool bSort); // 2d only
virtual WIN_HWND GetHWND() { return m_hWnd; }
virtual bool SetWindowIcon(const char* path);
@@ -2268,7 +2268,6 @@ private:
ICVar* CV_capture_frames;
ICVar* CV_capture_folder;
ICVar* CV_capture_buffer;
ICVar* CV_capture_file_format;
ICVar* CV_capture_frame_once;
ICVar* CV_capture_file_name;
ICVar* CV_capture_file_prefix;
@@ -47,7 +47,7 @@ public:
virtual SDepthTexture* FX_GetDepthSurface([[maybe_unused]] int nWidth, [[maybe_unused]] int nHeight, [[maybe_unused]] bool bAA, [[maybe_unused]] bool shaderResourceView = false) override { return nullptr; }
virtual long FX_SetIStream([[maybe_unused]] const void* pB, [[maybe_unused]] uint32 nOffs, [[maybe_unused]] RenderIndexType idxType) override { return -1; }
virtual long FX_SetVStream([[maybe_unused]] int nID, [[maybe_unused]] const void* pB, [[maybe_unused]] uint32 nOffs, [[maybe_unused]] uint32 nStride, [[maybe_unused]] uint32 nFreq = 1) override { return -1; }
virtual void FX_DrawPrimitive([[maybe_unused]] const eRenderPrimitiveType eType, [[maybe_unused]] const int nStartVertex, [[maybe_unused]] const int nVerticesCount, [[maybe_unused]] const int nInstanceVertices = 0) {}
virtual void FX_DrawPrimitive([[maybe_unused]] eRenderPrimitiveType eType, [[maybe_unused]] int nStartVertex, [[maybe_unused]] int nVerticesCount, [[maybe_unused]] int nInstanceVertices = 0) {}
virtual void DrawQuad3D([[maybe_unused]] const Vec3& v0, [[maybe_unused]] const Vec3& v1, [[maybe_unused]] const Vec3& v2, [[maybe_unused]] const Vec3& v3, [[maybe_unused]] const ColorF& color, [[maybe_unused]] float ftx0, [[maybe_unused]] float fty0, [[maybe_unused]] float ftx1, [[maybe_unused]] float fty1) override {}
virtual void FX_ClearTarget(ITexture* pTex) override;
virtual void FX_ClearTarget(SDepthTexture* pTex) override;
@@ -97,7 +97,7 @@ public:
virtual void SetRenderTile([[maybe_unused]] f32 nTilesPosX, [[maybe_unused]] f32 nTilesPosY, [[maybe_unused]] f32 nTilesGridSizeX, [[maybe_unused]] f32 nTilesGridSizeY) {}
virtual void EF_InvokeShadowMapRenderJobs([[maybe_unused]] const int nFlags){}
virtual void EF_InvokeShadowMapRenderJobs([[maybe_unused]] int nFlags){}
//! Fills array of all supported video formats (except low resolution formats)
//! Returns number of formats, also when called with NULL
virtual int EnumDisplayFormats(SDispFormat* Formats);
@@ -128,7 +128,7 @@ public:
virtual void Reset (void) {};
virtual void RT_ReleaseCB(void*){}
virtual void DrawDynVB(SVF_P3F_C4B_T2F* pBuf, uint16* pInds, int nVerts, int nInds, const PublicRenderPrimitiveType nPrimType);
virtual void DrawDynVB(SVF_P3F_C4B_T2F* pBuf, uint16* pInds, int nVerts, int nInds, PublicRenderPrimitiveType nPrimType);
virtual void DrawDynUiPrimitiveList(DynUiPrimitiveList& primitives, int totalNumVertices, int totalNumIndices);
virtual void DrawBuffer(CVertexBuffer* pVBuf, CIndexBuffer* pIBuf, int nNumIndices, int nOffsIndex, const PublicRenderPrimitiveType nPrmode, int nVertStart = 0, int nVertStop = 0);
@@ -177,7 +177,7 @@ public:
virtual unsigned int DownLoadToVideoMemory3D([[maybe_unused]] const byte* data, [[maybe_unused]] int w, [[maybe_unused]] int h, [[maybe_unused]] int d, [[maybe_unused]] ETEX_Format eTFSrc, [[maybe_unused]] ETEX_Format eTFDst, [[maybe_unused]] int nummipmap, [[maybe_unused]] bool repeat = true, [[maybe_unused]] int filter = FILTER_BILINEAR, [[maybe_unused]] int Id = 0, [[maybe_unused]] const char* szCacheName = NULL, [[maybe_unused]] int flags = 0, [[maybe_unused]] EEndian eEndian = eLittleEndian, [[maybe_unused]] RectI* pRegion = NULL, [[maybe_unused]] bool bAsynDevTexCreation = false) { return 0; }
virtual void UpdateTextureInVideoMemory([[maybe_unused]] uint32 tnum, [[maybe_unused]] const byte* newdata, [[maybe_unused]] int posx, [[maybe_unused]] int posy, [[maybe_unused]] int w, [[maybe_unused]] int h, [[maybe_unused]] ETEX_Format eTFSrc = eTF_R8G8B8A8, [[maybe_unused]] int posz = 0, [[maybe_unused]] int sizez = 1){}
virtual bool SetGammaDelta(const float fGamma);
virtual bool SetGammaDelta(float fGamma);
virtual void RestoreGamma(void) {};
virtual void RemoveTexture([[maybe_unused]] unsigned int TextureId) {}
@@ -238,7 +238,7 @@ public:
virtual void GetProjectionMatrix(float* mat);
//for texture
virtual ITexture* EF_LoadTexture(const char* nameTex, const uint32 flags = 0);
virtual ITexture* EF_LoadTexture(const char* nameTex, uint32 flags = 0);
virtual ITexture* EF_LoadDefaultTexture(const char* nameTex);
virtual void DrawQuad(const Vec3& right, const Vec3& up, const Vec3& origin, int nFlipMode = 0);
@@ -298,10 +298,10 @@ public:
virtual bool EF_SetLightHole(Vec3 vPos, Vec3 vNormal, int idTex, float fScale = 1.0f, bool bAdditive = true);
// Draw all shaded REs in the list
virtual void EF_EndEf3D (const int nFlags, const int nPrecacheUpdateId, const int nNearPrecacheUpdateId, const SRenderingPassInfo& passInfo);
virtual void EF_EndEf3D (int nFlags, int nPrecacheUpdateId, int nNearPrecacheUpdateId, const SRenderingPassInfo& passInfo);
// 2d interface for shaders
virtual void EF_EndEf2D(const bool bSort);
virtual void EF_EndEf2D(bool bSort);
virtual bool EF_PrecacheResource(SShaderItem* pSI, float fMipFactor, float fTimeToReady, int Flags, int nUpdateId, int nCounter);
virtual bool EF_PrecacheResource(ITexture* pTP, float fDist, float fTimeToReady, int Flags, int nUpdateId, int nCounter);
virtual void PrecacheResources();
@@ -380,7 +380,7 @@ public:
virtual void RT_DrawDynVB([[maybe_unused]] int Pool, [[maybe_unused]] uint32 nVerts) {}
virtual void RT_DrawDynVB([[maybe_unused]] SVF_P3F_C4B_T2F* pBuf, [[maybe_unused]] uint16* pInds, [[maybe_unused]] uint32 nVerts, [[maybe_unused]] uint32 nInds, [[maybe_unused]] const PublicRenderPrimitiveType nPrimType) {}
virtual void RT_DrawDynVBUI([[maybe_unused]] SVF_P2F_C4B_T2F_F4B* pBuf, [[maybe_unused]] uint16* pInds, [[maybe_unused]] uint32 nVerts, [[maybe_unused]] uint32 nInds, [[maybe_unused]] const PublicRenderPrimitiveType nPrimType) {}
virtual void RT_DrawStringU([[maybe_unused]] IFFont_RenderProxy* pFont, [[maybe_unused]] float x, [[maybe_unused]] float y, [[maybe_unused]] float z, [[maybe_unused]] const char* pStr, [[maybe_unused]] const bool asciiMultiLine, [[maybe_unused]] const STextDrawContext& ctx) const {}
virtual void RT_DrawStringU([[maybe_unused]] IFFont_RenderProxy* pFont, [[maybe_unused]] float x, [[maybe_unused]] float y, [[maybe_unused]] float z, [[maybe_unused]] const char* pStr, [[maybe_unused]] bool asciiMultiLine, [[maybe_unused]] const STextDrawContext& ctx) const {}
virtual void RT_DrawLines([[maybe_unused]] Vec3 v[], [[maybe_unused]] int nump, [[maybe_unused]] ColorF& col, [[maybe_unused]] int flags, [[maybe_unused]] float fGround) {}
virtual void RT_Draw2dImage([[maybe_unused]] float xpos, [[maybe_unused]] float ypos, [[maybe_unused]] float w, [[maybe_unused]] float h, [[maybe_unused]] CTexture* pTexture, [[maybe_unused]] float s0, [[maybe_unused]] float t0, [[maybe_unused]] float s1, [[maybe_unused]] float t1, [[maybe_unused]] float angle, [[maybe_unused]] DWORD col, [[maybe_unused]] float z) {}
virtual void RT_Push2dImage([[maybe_unused]] float xpos, [[maybe_unused]] float ypos, [[maybe_unused]] float w, [[maybe_unused]] float h, [[maybe_unused]] CTexture* pTexture, [[maybe_unused]] float s0, [[maybe_unused]] float t0, [[maybe_unused]] float s1, [[maybe_unused]] float t1, [[maybe_unused]] float angle, [[maybe_unused]] DWORD col, [[maybe_unused]] float z, [[maybe_unused]] float stereoDepth) {}
@@ -402,7 +402,7 @@ public:
virtual void RT_SetViewport([[maybe_unused]] int x, [[maybe_unused]] int y, [[maybe_unused]] int width, [[maybe_unused]] int height, [[maybe_unused]] int id) {};
virtual void RT_SetRendererCVar([[maybe_unused]] ICVar* pCVar, [[maybe_unused]] const char* pArgText, [[maybe_unused]] const bool bSilentMode = false) {};
virtual void SetRendererCVar([[maybe_unused]] ICVar* pCVar, [[maybe_unused]] const char* pArgText, [[maybe_unused]] const bool bSilentMode = false) {};
virtual void SetRendererCVar([[maybe_unused]] ICVar* pCVar, [[maybe_unused]] const char* pArgText, [[maybe_unused]] bool bSilentMode = false) {};
virtual void SetMatrices([[maybe_unused]] float* pProjMat, [[maybe_unused]] float* pViewMat) {}