chore: match more names
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@@ -4,23 +4,25 @@
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#include <unordered_map>
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#include <vector>
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#define MATRIX_MODE_MODELVIEW 0
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#define MATRIX_MODE_MODELVIEW_UNK1 1
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#define MATRIX_MODE_MODELVIEW_UNK2 2
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#define MATRIX_MODE_MODELVIEW_CBUFF 3
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#define MATRIX_MODE_MODELVIEW_MAX 4
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#define MATRIX_MODE_MODELVIEW 0
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#define MATRIX_MODE_MODELVIEW_PROJECTION 1
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#define MATRIX_MODE_MODELVIEW_TEXTURE 2
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#define MATRIX_MODE_MODELVIEW_CBUFF 3
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#define MATRIX_MODE_MODELVIEW_MAX 4
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#define STACK_TYPES 4
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#define STACK_SIZE 16
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#define MAX_MIP_LEVELS 5
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#define NUM_COMMAND_HANDLES 0x800000
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#define MAX_COMMAND_BUFFERS 16000
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class Renderer
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{
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public:
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struct Context;
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struct CommandBuffer;
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void Tick();
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void UpdateGamma(unsigned short usGamma);
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void MatrixMode(int type);
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void MatrixSetIdentity();
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@@ -305,7 +307,6 @@ public:
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std::vector<Command> m_commands;
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std::uint64_t m_allocated;
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BYTE isActive;
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BYTE paddingAfterActive[7];
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};
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struct DeferredCBuff
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@@ -326,7 +327,6 @@ public:
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ID3D11DeviceContext *m_pDeviceContext;
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ID3DUserDefinedAnnotation *userAnnotation;
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DWORD annotateDepth;
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BYTE paddingAfterFlags[12];
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DirectX::XMMATRIX matrixStacks[MATRIX_MODE_MODELVIEW_MAX][STACK_SIZE];
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bool matrixDirty[MATRIX_MODE_MODELVIEW_MAX];
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DWORD stackPos[MATRIX_MODE_MODELVIEW_MAX];
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@@ -338,7 +338,6 @@ public:
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float alphaReference;
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BYTE depthWriteEnabled;
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BYTE fogEnabled;
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BYTE paddingAfterFogFlags[2];
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float fogNearDistance;
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float fogFarDistance;
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float fogDensity;
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@@ -355,40 +354,35 @@ public:
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DirectX::XMFLOAT4 lightColour[2];
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DirectX::XMFLOAT4 lightAmbientColour;
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ID3D11Buffer *m_modelViewMatrix;
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ID3D11Buffer *cbMatrix1;
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ID3D11Buffer *cbMatrix2;
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ID3D11Buffer *cbMatrix3;
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ID3D11Buffer *cbVertexTexcoord;
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ID3D11Buffer *cbFogParams;
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ID3D11Buffer *cbLighting;
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ID3D11Buffer *cbTexGen;
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ID3D11Buffer *cbAux0;
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ID3D11Buffer *cbAux1;
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ID3D11Buffer *cbColour;
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ID3D11Buffer *cbFogColour;
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ID3D11Buffer *cbAux2;
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ID3D11Buffer *cbAlphaTest;
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ID3D11Buffer *cbAux3;
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ID3D11Buffer *cbAux4;
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ID3D11Buffer *m_localTransformMatrix;
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ID3D11Buffer *m_projectionMatrix;
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ID3D11Buffer *m_textureMatrix;
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ID3D11Buffer *m_vertexTexcoordBuffer;
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ID3D11Buffer *m_fogParamsBuffer;
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ID3D11Buffer *m_lightingStateBuffer;
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ID3D11Buffer *m_texGenMatricesBuffer;
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ID3D11Buffer *m_compressedTranslationBuffer;
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ID3D11Buffer *m_thumbnailBoundsBuffer;
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ID3D11Buffer *m_tintColorBuffer;
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ID3D11Buffer *m_fogColourBuffer;
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ID3D11Buffer *m_unkColorBuffer;
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ID3D11Buffer *m_alphaTestBuffer;
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ID3D11Buffer *m_clearColorBuffer;
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ID3D11Buffer *m_forcedLODBuffer;
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uint64_t dynamicVertexBase;
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DWORD dynamicVertexOffset;
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BYTE paddingAfterDynamicOffset[4];
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ID3D11Buffer *dynamicVertexBuffer;
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BYTE paddingBeforeTexGen[8];
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DirectX::XMMATRIX texGenMatrices[2];
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Renderer::CommandBuffer *commandBuffer;
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DWORD recordingBufferIndex;
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DWORD recordingVertexType;
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DWORD recordingPrimitiveType;
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BYTE deferredModeEnabled;
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BYTE paddingAfterDeferredModeEnabled[3];
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std::vector<DeferredCBuff> deferredBuffers;
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D3D11_BLEND_DESC blendDesc;
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D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
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D3D11_RASTERIZER_DESC rasterizerDesc;
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float blendFactor[4];
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DWORD reservedContext0;
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DWORD reservedContext1;
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};
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static DWORD tlsIdx;
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@@ -438,12 +432,12 @@ public:
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BYTE reservedRendererByte1;
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BYTE paddingAfterRendererByte1[3];
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DWORD reservedRendererDword1;
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void *reservedRendererPtr2;
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void *reservedRendererPtr3;
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uint64_t reservedRendererPtr1;
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void *reservedRendererPtr4;
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void *reservedRendererPtr5;
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void *reservedRendererPtr6;
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int16_t *m_commandHandleToIndex;
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CommandBuffer **m_commandBuffers;
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uint8_t *m_commandPrimitiveTypes;
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DirectX::XMMATRIX *m_commandMatrices;
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int *m_commandIndexToHandle;
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uint8_t *m_commandVertexTypes;
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DWORD reservedRendererDword2;
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DWORD reservedRendererDword3;
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std::unordered_map<int, ID3D11BlendState *> managedBlendStates;
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