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Diffstat (limited to '3rdparty/bgfx/examples/45-bokeh/bokeh.cpp')
-rw-r--r--3rdparty/bgfx/examples/45-bokeh/bokeh.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/3rdparty/bgfx/examples/45-bokeh/bokeh.cpp b/3rdparty/bgfx/examples/45-bokeh/bokeh.cpp
index 7a53d359b25..b1ed78f4240 100644
--- a/3rdparty/bgfx/examples/45-bokeh/bokeh.cpp
+++ b/3rdparty/bgfx/examples/45-bokeh/bokeh.cpp
@@ -1,6 +1,6 @@
/*
* Copyright 2021 elven cache. All rights reserved.
-* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
+* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
/*
@@ -243,12 +243,13 @@ public:
m_reset = BGFX_RESET_VSYNC;
bgfx::Init init;
- init.type = args.m_type;
-
+ init.type = args.m_type;
init.vendorId = args.m_pciId;
- init.resolution.width = m_width;
+ init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
+ init.platformData.ndt = entry::getNativeDisplayHandle();
+ init.resolution.width = m_width;
init.resolution.height = m_height;
- init.resolution.reset = m_reset;
+ init.resolution.reset = m_reset;
bgfx::init(init);
// Enable debug text.
@@ -904,9 +905,9 @@ public:
{
bgfx::destroy(m_bokehTexture);
}
- BX_ASSERT(0 < _lobeCount);
+ BX_ASSERT(0 < _lobeCount, "");
- const uint32_t bokehSize = 128;
+ const int32_t bokehSize = 128;
const bgfx::Memory* mem = bgfx::alloc(bokehSize*bokehSize*4);
bx::memSet(mem->data, 0x00, bokehSize*bokehSize*4);
@@ -926,8 +927,7 @@ public:
// apply shape to circular distribution
const float shapeScale = bokehShapeFromAngle(_lobeCount, _lobeRadiusMin, radiusDelta2x, _lobeRotation, theta);
- BX_ASSERT(_lobeRadiusMin <= shapeScale);
- BX_ASSERT(shapeScale <= _maxRadius);
+ BX_ASSERT(_lobeRadiusMin <= shapeScale, "");
float spiralCoordX = bx::cos(theta) * (radius * shapeScale);
float spiralCoordY = bx::sin(theta) * (radius * shapeScale);
@@ -941,10 +941,10 @@ public:
int32_t pixelCoordX = int32_t(bx::floor(spiralCoordX * float(bokehSize-1) + 0.5f));
int32_t pixelCoordY = int32_t(bx::floor(spiralCoordY * float(bokehSize-1) + 0.5f));
- BX_ASSERT(0 <= pixelCoordX);
- BX_ASSERT(0 <= pixelCoordY);
- BX_ASSERT(pixelCoordX < bokehSize);
- BX_ASSERT(pixelCoordY < bokehSize);
+ BX_ASSERT(0 <= pixelCoordX, "");
+ BX_ASSERT(0 <= pixelCoordY, "");
+ BX_ASSERT(pixelCoordX < bokehSize, "");
+ BX_ASSERT(pixelCoordY < bokehSize, "");
// plot sample position, track for total samples
uint32_t offset = (pixelCoordY * bokehSize + pixelCoordX) * 4;
@@ -994,7 +994,7 @@ public:
PassUniforms m_uniforms;
ModelUniforms m_modelUniforms;
- // Uniforms to indentify texture samplers
+ // Uniforms to identify texture samplers
bgfx::UniformHandle s_albedo;
bgfx::UniformHandle s_color;
bgfx::UniformHandle s_normal;