chore: add a MAX_TEXTURES macro and change the naming convention of bool members
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244810d62f
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326a370bfa
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@@ -5,6 +5,7 @@
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#include <vector>
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#include <vector>
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#define MAX_MIP_LEVELS 5
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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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class Renderer
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{
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{
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@@ -314,6 +315,7 @@ public:
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struct Context
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struct Context
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{
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{
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Context(ID3D11Device* device, ID3D11DeviceContext* deviceContext);
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Context(ID3D11Device* device, ID3D11DeviceContext* deviceContext);
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ID3D11DeviceContext* m_pDeviceContext;
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ID3D11DeviceContext* m_pDeviceContext;
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ID3DUserDefinedAnnotation* userAnnotation;
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ID3DUserDefinedAnnotation* userAnnotation;
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DWORD contextStateFlags;
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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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C4JRender::eViewportType m_ViewportType;
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BYTE reservedRendererByte0;
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BYTE reservedRendererByte0;
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BYTE paddingAfterViewportType[3];
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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 backBufferWidth;
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DWORD backBufferHeight;
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DWORD backBufferHeight;
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BYTE reservedRendererByte1;
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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, ID3D11DepthStencilState*> managedDepthStencilStates;
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std::unordered_map<int, ID3D11SamplerState*> managedSamplerStates;
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std::unordered_map<int, ID3D11SamplerState*> managedSamplerStates;
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std::unordered_map<int, ID3D11RasterizerState*> managedRasterizerStates;
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std::unordered_map<int, ID3D11RasterizerState*> managedRasterizerStates;
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BYTE shouldScreenGrabNextFrame;
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bool m_bShouldScreenGrabNextFrame;
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BYTE suspended;
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BYTE m_bSuspended;
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BYTE paddingAfterSuspendState[2];
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BYTE paddingAfterSuspendState[2];
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};
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};
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@@ -316,7 +316,7 @@ void Renderer::ConvertLinearToPng(ImageFileBuffer *pngOut,
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pngOut->m_bufferSize = outputLength;
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pngOut->m_bufferSize = outputLength;
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}
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}
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void Renderer::DoScreenGrabOnNextPresent() { shouldScreenGrabNextFrame = 1; }
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void Renderer::DoScreenGrabOnNextPresent() { m_bShouldScreenGrabNextFrame = 1; }
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void Renderer::EndConditionalRendering() {}
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void Renderer::EndConditionalRendering() {}
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@@ -371,8 +371,8 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain) {
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}
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}
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reservedRendererDword3 = 0;
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reservedRendererDword3 = 0;
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shouldScreenGrabNextFrame = 0;
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m_bShouldScreenGrabNextFrame = 0;
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suspended = 0;
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m_bSuspended = 0;
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this->SetupShaders();
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this->SetupShaders();
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const float clearColour[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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const float clearColour[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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@@ -522,7 +522,7 @@ bool Renderer::IsHiDef() { return true; }
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bool Renderer::IsWidescreen() { return true; }
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bool Renderer::IsWidescreen() { return true; }
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void Renderer::Present() {
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void Renderer::Present() {
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if (shouldScreenGrabNextFrame) {
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if (m_bShouldScreenGrabNextFrame) {
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int *linearData = new int[kScreenGrabWidth * kScreenGrabHeight];
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int *linearData = new int[kScreenGrabWidth * kScreenGrabHeight];
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ID3D11Texture2D *backBuffer = nullptr;
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ID3D11Texture2D *backBuffer = nullptr;
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ID3D11Texture2D *stagingTexture = nullptr;
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ID3D11Texture2D *stagingTexture = nullptr;
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@@ -575,14 +575,14 @@ void Renderer::Present() {
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backBuffer->Release();
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backBuffer->Release();
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backBuffer = nullptr;
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backBuffer = nullptr;
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}
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}
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shouldScreenGrabNextFrame = 0;
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m_bShouldScreenGrabNextFrame = 0;
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}
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}
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m_pSwapChain->Present(1, 0);
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m_pSwapChain->Present(1, 0);
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++presentCount;
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++presentCount;
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}
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}
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void Renderer::Resume() { suspended = 0; }
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void Renderer::Resume() { m_bSuspended = 0; }
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void Renderer::SetClearColour(const float colourRGBA[4]) {
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void Renderer::SetClearColour(const float colourRGBA[4]) {
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std::memcpy(m_fClearColor, colourRGBA, sizeof(m_fClearColor));
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std::memcpy(m_fClearColor, colourRGBA, sizeof(m_fClearColor));
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@@ -710,9 +710,9 @@ void Renderer::StartFrame() {
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depthStencilView);
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depthStencilView);
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}
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}
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void Renderer::Suspend() { suspended = 1; }
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void Renderer::Suspend() { m_bSuspended = 1; }
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bool Renderer::Suspended() { return suspended != 0; }
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bool Renderer::Suspended() { return m_bSuspended != 0; }
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void Renderer::UpdateGamma(unsigned short) {}
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void Renderer::UpdateGamma(unsigned short) {}
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