void Framebuffer11::syncState(const gl::Framebuffer::DirtyBits &dirtyBits)
{
    mRenderer->getStateManager()->invalidateRenderTarget();

    const auto &mergedDirtyBits = dirtyBits | mInternalDirtyBits;
    mInternalDirtyBits.reset();

    for (auto dirtyBit : IterateBitSet(mergedDirtyBits))
    {
        switch (dirtyBit)
        {
            case gl::Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
            case gl::Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
                updateDepthStencilRenderTarget();
                break;
            case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
            case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
                break;
            default:
            {
                ASSERT(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0 &&
                       dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX);
                size_t colorIndex =
                    static_cast<size_t>(dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
                updateColorRenderTarget(colorIndex);
                break;
            }
        }
    }

    // We should not have dirtied any additional state during our sync.
    ASSERT(!mInternalDirtyBits.any());

    FramebufferD3D::syncState(dirtyBits);
}
Exemple #2
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void Framebuffer11::syncState(const gl::Context *context,
                              const gl::Framebuffer::DirtyBits &dirtyBits)
{
    const auto &mergedDirtyBits = dirtyBits | mInternalDirtyBits;
    mInternalDirtyBits.reset();

    for (auto dirtyBit : mergedDirtyBits)
    {
        switch (dirtyBit)
        {
            case gl::Framebuffer::DIRTY_BIT_DEPTH_ATTACHMENT:
            case gl::Framebuffer::DIRTY_BIT_STENCIL_ATTACHMENT:
                updateDepthStencilRenderTarget(context);
                break;
            case gl::Framebuffer::DIRTY_BIT_DRAW_BUFFERS:
            case gl::Framebuffer::DIRTY_BIT_READ_BUFFER:
                break;
            case gl::Framebuffer::DIRTY_BIT_DEFAULT_WIDTH:
            case gl::Framebuffer::DIRTY_BIT_DEFAULT_HEIGHT:
            case gl::Framebuffer::DIRTY_BIT_DEFAULT_SAMPLES:
            case gl::Framebuffer::DIRTY_BIT_DEFAULT_FIXED_SAMPLE_LOCATIONS:
                break;
            default:
            {
                ASSERT(gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0 == 0 &&
                       dirtyBit < gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_MAX);
                size_t colorIndex =
                    static_cast<size_t>(dirtyBit - gl::Framebuffer::DIRTY_BIT_COLOR_ATTACHMENT_0);
                updateColorRenderTarget(context, colorIndex);
                break;
            }
        }
    }

    // We should not have dirtied any additional state during our sync.
    ASSERT(!mInternalDirtyBits.any());

    FramebufferD3D::syncState(context, dirtyBits);

    // Call this last to allow the state manager to take advantage of the cached render targets.
    mRenderer->getStateManager()->invalidateRenderTarget();

    // Call this to syncViewport for framebuffer default parameters.
    if (mState.getDefaultWidth() != 0 || mState.getDefaultHeight() != 0)
    {
        mRenderer->getStateManager()->invalidateViewport(context);
    }
}