chore: add a MAX_TEXTURES macro and change the naming convention of bool members

This commit is contained in:
3UR committed 2026-03-02 10:14:19 +10:00
1 parent 244810d62f
commit 326a370bfa
2 files changed
+13 -11

No files matched your search

+5 -3
View File
@@ -5,6 +5,7 @@
#include <vector> #include <vector>
#define MAX_MIP_LEVELS 5 #define MAX_MIP_LEVELS 5
#define MAX_TEXTURES 512
class Renderer class Renderer
{ {
@@ -314,6 +315,7 @@ public:
struct Context struct Context
{ {
Context(ID3D11Device* device, ID3D11DeviceContext* deviceContext); Context(ID3D11Device* device, ID3D11DeviceContext* deviceContext);
ID3D11DeviceContext* m_pDeviceContext; ID3D11DeviceContext* m_pDeviceContext;
ID3DUserDefinedAnnotation* userAnnotation; ID3DUserDefinedAnnotation* userAnnotation;
DWORD contextStateFlags; DWORD contextStateFlags;
@@ -423,7 +425,7 @@ public:
C4JRender::eViewportType m_ViewportType; C4JRender::eViewportType m_ViewportType;
BYTE reservedRendererByte0; BYTE reservedRendererByte0;
BYTE paddingAfterViewportType[3]; BYTE paddingAfterViewportType[3];
Renderer::Texture m_textures[512]; Renderer::Texture m_textures[MAX_TEXTURES];
DWORD backBufferWidth; DWORD backBufferWidth;
DWORD backBufferHeight; DWORD backBufferHeight;
BYTE reservedRendererByte1; BYTE reservedRendererByte1;
@@ -441,8 +443,8 @@ public:
std::unordered_map<int, ID3D11DepthStencilState*> managedDepthStencilStates; std::unordered_map<int, ID3D11DepthStencilState*> managedDepthStencilStates;
std::unordered_map<int, ID3D11SamplerState*> managedSamplerStates; std::unordered_map<int, ID3D11SamplerState*> managedSamplerStates;
std::unordered_map<int, ID3D11RasterizerState*> managedRasterizerStates; std::unordered_map<int, ID3D11RasterizerState*> managedRasterizerStates;
BYTE shouldScreenGrabNextFrame; bool m_bShouldScreenGrabNextFrame;
BYTE suspended; BYTE m_bSuspended;
BYTE paddingAfterSuspendState[2]; BYTE paddingAfterSuspendState[2];
}; };
+8 -8
View File
@@ -316,7 +316,7 @@ void Renderer::ConvertLinearToPng(ImageFileBuffer *pngOut,
pngOut->m_bufferSize = outputLength; pngOut->m_bufferSize = outputLength;
} }
void Renderer::DoScreenGrabOnNextPresent() { shouldScreenGrabNextFrame = 1; } void Renderer::DoScreenGrabOnNextPresent() { m_bShouldScreenGrabNextFrame = 1; }
void Renderer::EndConditionalRendering() {} void Renderer::EndConditionalRendering() {}
@@ -371,8 +371,8 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) {
} }
reservedRendererDword3 = 0; reservedRendererDword3 = 0;
shouldScreenGrabNextFrame = 0; m_bShouldScreenGrabNextFrame = 0;
suspended = 0; m_bSuspended = 0;
this->SetupShaders(); this->SetupShaders();
const float clearColour[4] = {0.0f, 0.0f, 0.0f, 0.0f}; const float clearColour[4] = {0.0f, 0.0f, 0.0f, 0.0f};
@@ -522,7 +522,7 @@ bool Renderer::IsHiDef() { return true; }
bool Renderer::IsWidescreen() { return true; } bool Renderer::IsWidescreen() { return true; }
void Renderer::Present() { void Renderer::Present() {
if (shouldScreenGrabNextFrame) { if (m_bShouldScreenGrabNextFrame) {
int *linearData = new int[kScreenGrabWidth * kScreenGrabHeight]; int *linearData = new int[kScreenGrabWidth * kScreenGrabHeight];
ID3D11Texture2D *backBuffer = nullptr; ID3D11Texture2D *backBuffer = nullptr;
ID3D11Texture2D *stagingTexture = nullptr; ID3D11Texture2D *stagingTexture = nullptr;
@@ -575,14 +575,14 @@ void Renderer::Present() {
backBuffer->Release(); backBuffer->Release();
backBuffer = nullptr; backBuffer = nullptr;
} }
shouldScreenGrabNextFrame = 0; m_bShouldScreenGrabNextFrame = 0;
} }
m_pSwapChain->Present(1, 0); m_pSwapChain->Present(1, 0);
++presentCount; ++presentCount;
} }
void Renderer::Resume() { suspended = 0; } void Renderer::Resume() { m_bSuspended = 0; }
void Renderer::SetClearColour(const float colourRGBA[4]) { void Renderer::SetClearColour(const float colourRGBA[4]) {
std::memcpy(m_fClearColor, colourRGBA, sizeof(m_fClearColor)); std::memcpy(m_fClearColor, colourRGBA, sizeof(m_fClearColor));
@@ -710,9 +710,9 @@ void Renderer::StartFrame() {
depthStencilView); depthStencilView);
} }
void Renderer::Suspend() { suspended = 1; } void Renderer::Suspend() { m_bSuspended = 1; }
bool Renderer::Suspended() { return suspended != 0; } bool Renderer::Suspended() { return m_bSuspended != 0; }
void Renderer::UpdateGamma(unsigned short) {} void Renderer::UpdateGamma(unsigned short) {}