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dxvk/src/d3d9/d3d9_hud.cpp
Joshie 54ed8f0bb0 [d3d9] Implement Direct3D9 Frontend (#1275)
Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Robin Kertels <robin.kertels@gmail.com>
Co-authored-by: pchome <pchome@users.noreply.github.com>
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Derek Lesho <dereklesho52@Gmail.com>
Co-authored-by: Luis Cáceres <lacaceres97@gmail.com>
Co-authored-by: Nelson Chen <crazysim@gmail.com>
Co-authored-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Co-authored-by: Riesi <riesi@opentrash.com>
Co-authored-by: gbMichelle <gbmichelle.dev@gmail.com>
2019-12-16 04:28:01 +01:00

36 lines
754 B
C++

#include "d3d9_hud.h"
namespace dxvk::hud {
HudSamplerCount::HudSamplerCount(D3D9DeviceEx* device)
: m_device (device)
, m_samplerCount ("0"){
}
void HudSamplerCount::update(dxvk::high_resolution_clock::time_point time) {
m_samplerCount = str::format(m_device->GetSamplerCount());
}
HudPos HudSamplerCount::render(
HudRenderer& renderer,
HudPos position) {
position.y += 16.0f;
renderer.drawText(16.0f,
{ position.x, position.y },
{ 0.0f, 1.0f, 0.75f, 1.0f },
"Samplers:");
renderer.drawText(16.0f,
{ position.x + 120.0f, position.y },
{ 1.0f, 1.0f, 1.0f, 1.0f },
m_samplerCount);
position.y += 8.0f;
return position;
}
}