chore: update naming convention for bools in render core and update member names in render texture
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@@ -445,8 +445,8 @@ 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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bool m_bSuspended;
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BYTE paddingAfterSuspendState[2];
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};
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@@ -2,9 +2,7 @@
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#include "CompiledShaders.h"
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#include "Renderer.h"
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#include <algorithm>
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <limits>
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#include <new>
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@@ -290,10 +288,12 @@ void Renderer::ConvertLinearToPng(ImageFileBuffer *pngOut, unsigned char *linear
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pngOut->m_bufferSize = outputLength;
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}
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void Renderer::DoScreenGrabOnNextPresent() { m_bShouldScreenGrabNextFrame = 1; }
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void Renderer::DoScreenGrabOnNextPresent()
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{
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m_bShouldScreenGrabNextFrame = true;
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}
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void Renderer::EndConditionalRendering() {}
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void Renderer::EndConditionalSurvey() {}
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void Renderer::BeginEvent(LPCWSTR eventName)
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@@ -339,8 +339,8 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
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reservedRendererDword3 = 0;
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shouldScreenGrabNextFrame = 0;
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suspended = 0;
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m_bShouldScreenGrabNextFrame = false;
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m_bSuspended = false;
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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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@@ -510,7 +510,7 @@ bool Renderer::IsWidescreen()
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void Renderer::Present()
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{
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if (shouldScreenGrabNextFrame)
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if (m_bShouldScreenGrabNextFrame)
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{
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int *linearData = new int[kScreenGrabWidth * kScreenGrabHeight];
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ID3D11Texture2D *backBuffer = nullptr;
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@@ -569,7 +569,7 @@ void Renderer::Present()
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backBuffer->Release();
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backBuffer = nullptr;
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}
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shouldScreenGrabNextFrame = 0;
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m_bShouldScreenGrabNextFrame = false;
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}
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m_pSwapChain->Present(1, 0);
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@@ -578,7 +578,7 @@ void Renderer::Present()
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void Renderer::Resume()
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{
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suspended = 0;
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m_bSuspended = false;
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}
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void Renderer::SetClearColour(const float colourRGBA[4])
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@@ -684,12 +684,12 @@ void Renderer::StartFrame()
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void Renderer::Suspend()
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{
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suspended = 1;
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m_bSuspended = true;
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}
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bool Renderer::Suspended()
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{
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return suspended != 0;
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return m_bSuspended;
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}
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void Renderer::UpdateGamma(unsigned short) {}
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@@ -68,7 +68,7 @@ void Renderer::TextureBind(int idx)
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if (c.commandBuffer && c.commandBuffer->isActive)
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c.commandBuffer->BindTexture(idx);
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c.boundTextureIndex = idx;
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c.textureIdx = idx;
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c.m_pDeviceContext->PSSetShaderResources(0, 1, &m_textures[idx].view);
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UpdateTextureState(false);
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@@ -81,7 +81,7 @@ void Renderer::TextureBindVertex(int idx)
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Context& c = this->getContext();
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c.boundTextureIndex = idx;
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c.textureIdx = idx;
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c.m_pDeviceContext->VSSetShaderResources(0, 1, &m_textures[idx].view);
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UpdateTextureState(true);
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@@ -90,19 +90,19 @@ void Renderer::TextureBindVertex(int idx)
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void Renderer::TextureSetTextureLevels(int levels)
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{
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Context& c = this->getContext();
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m_textures[c.boundTextureIndex].mipLevels = levels;
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m_textures[c.textureIdx].mipLevels = levels;
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}
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int Renderer::TextureGetTextureLevels()
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{
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Context& c = this->getContext();
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return m_textures[c.boundTextureIndex].mipLevels;
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return m_textures[c.textureIdx].mipLevels;
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}
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void Renderer::TextureData(int width, int height, void* data, int level, C4JRender::eTextureFormat format)
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{
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Context& c = this->getContext();
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int idx = c.boundTextureIndex;
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int idx = c.textureIdx;
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m_textures[idx].textureFormat = format;
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@@ -138,7 +138,7 @@ void Renderer::TextureData(int width, int height, void* data, int level, C4JRend
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void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level)
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{
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Context& c = this->getContext();
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int idx = c.boundTextureIndex;
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int idx = c.textureIdx;
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D3D11_TEXTURE2D_DESC desc;
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m_textures[idx].texture->GetDesc(&desc);
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@@ -164,7 +164,7 @@ void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height
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void Renderer::TextureSetParam(int param, int value)
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{
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Context& c = this->getContext();
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int idx = c.boundTextureIndex;
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int idx = c.textureIdx;
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switch (param)
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{
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