chore: add a MAX_TEXTURES macro and change the naming convention of bool members
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@@ -5,6 +5,7 @@
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#include <vector>
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#define MAX_MIP_LEVELS 5
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#define MAX_TEXTURES 512
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class Renderer
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{
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@@ -314,6 +315,7 @@ public:
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struct Context
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{
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Context(ID3D11Device* device, ID3D11DeviceContext* deviceContext);
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ID3D11DeviceContext* m_pDeviceContext;
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ID3DUserDefinedAnnotation* userAnnotation;
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DWORD contextStateFlags;
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@@ -423,7 +425,7 @@ public:
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C4JRender::eViewportType m_ViewportType;
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BYTE reservedRendererByte0;
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BYTE paddingAfterViewportType[3];
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Renderer::Texture m_textures[512];
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Renderer::Texture m_textures[MAX_TEXTURES];
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DWORD backBufferWidth;
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DWORD backBufferHeight;
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BYTE reservedRendererByte1;
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@@ -441,8 +443,8 @@ public:
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std::unordered_map<int, ID3D11DepthStencilState*> managedDepthStencilStates;
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std::unordered_map<int, ID3D11SamplerState*> managedSamplerStates;
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std::unordered_map<int, ID3D11RasterizerState*> managedRasterizerStates;
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BYTE shouldScreenGrabNextFrame;
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BYTE suspended;
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bool m_bShouldScreenGrabNextFrame;
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BYTE m_bSuspended;
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BYTE paddingAfterSuspendState[2];
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};
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