chore: update naming convention for bools in render core and update member names in render texture

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3UR committed 2026-03-02 12:54:49 +10:00
1 parent df37fc63a8
commit 362d185289
3 files changed
+20 -20

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+2 -2
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@@ -445,8 +445,8 @@ 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; bool m_bSuspended;
BYTE paddingAfterSuspendState[2]; BYTE paddingAfterSuspendState[2];
}; };
+11 -11
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@@ -2,9 +2,7 @@
#include "CompiledShaders.h" #include "CompiledShaders.h"
#include "Renderer.h" #include "Renderer.h"
#include <algorithm>
#include <cstdio> #include <cstdio>
#include <cstdlib>
#include <cstring> #include <cstring>
#include <limits> #include <limits>
#include <new> #include <new>
@@ -290,10 +288,12 @@ void Renderer::ConvertLinearToPng(ImageFileBuffer *pngOut, unsigned char *linear
pngOut->m_bufferSize = outputLength; pngOut->m_bufferSize = outputLength;
} }
void Renderer::DoScreenGrabOnNextPresent() { m_bShouldScreenGrabNextFrame = 1; } void Renderer::DoScreenGrabOnNextPresent()
{
m_bShouldScreenGrabNextFrame = true;
}
void Renderer::EndConditionalRendering() {} void Renderer::EndConditionalRendering() {}
void Renderer::EndConditionalSurvey() {} void Renderer::EndConditionalSurvey() {}
void Renderer::BeginEvent(LPCWSTR eventName) void Renderer::BeginEvent(LPCWSTR eventName)
@@ -339,8 +339,8 @@ void Renderer::Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain)
reservedRendererDword3 = 0; reservedRendererDword3 = 0;
shouldScreenGrabNextFrame = 0; m_bShouldScreenGrabNextFrame = false;
suspended = 0; m_bSuspended = false;
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};
@@ -510,7 +510,7 @@ bool Renderer::IsWidescreen()
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;
@@ -569,7 +569,7 @@ void Renderer::Present()
backBuffer->Release(); backBuffer->Release();
backBuffer = nullptr; backBuffer = nullptr;
} }
shouldScreenGrabNextFrame = 0; m_bShouldScreenGrabNextFrame = false;
} }
m_pSwapChain->Present(1, 0); m_pSwapChain->Present(1, 0);
@@ -578,7 +578,7 @@ void Renderer::Present()
void Renderer::Resume() void Renderer::Resume()
{ {
suspended = 0; m_bSuspended = false;
} }
void Renderer::SetClearColour(const float colourRGBA[4]) void Renderer::SetClearColour(const float colourRGBA[4])
@@ -684,12 +684,12 @@ void Renderer::StartFrame()
void Renderer::Suspend() void Renderer::Suspend()
{ {
suspended = 1; m_bSuspended = true;
} }
bool Renderer::Suspended() bool Renderer::Suspended()
{ {
return suspended != 0; return m_bSuspended;
} }
void Renderer::UpdateGamma(unsigned short) {} void Renderer::UpdateGamma(unsigned short) {}
+7 -7
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@@ -68,7 +68,7 @@ void Renderer::TextureBind(int idx)
if (c.commandBuffer && c.commandBuffer->isActive) if (c.commandBuffer && c.commandBuffer->isActive)
c.commandBuffer->BindTexture(idx); c.commandBuffer->BindTexture(idx);
c.boundTextureIndex = idx; c.textureIdx = idx;
c.m_pDeviceContext->PSSetShaderResources(0, 1, &m_textures[idx].view); c.m_pDeviceContext->PSSetShaderResources(0, 1, &m_textures[idx].view);
UpdateTextureState(false); UpdateTextureState(false);
@@ -81,7 +81,7 @@ void Renderer::TextureBindVertex(int idx)
Context& c = this->getContext(); Context& c = this->getContext();
c.boundTextureIndex = idx; c.textureIdx = idx;
c.m_pDeviceContext->VSSetShaderResources(0, 1, &m_textures[idx].view); c.m_pDeviceContext->VSSetShaderResources(0, 1, &m_textures[idx].view);
UpdateTextureState(true); UpdateTextureState(true);
@@ -90,19 +90,19 @@ void Renderer::TextureBindVertex(int idx)
void Renderer::TextureSetTextureLevels(int levels) void Renderer::TextureSetTextureLevels(int levels)
{ {
Context& c = this->getContext(); Context& c = this->getContext();
m_textures[c.boundTextureIndex].mipLevels = levels; m_textures[c.textureIdx].mipLevels = levels;
} }
int Renderer::TextureGetTextureLevels() int Renderer::TextureGetTextureLevels()
{ {
Context& c = this->getContext(); Context& c = this->getContext();
return m_textures[c.boundTextureIndex].mipLevels; return m_textures[c.textureIdx].mipLevels;
} }
void Renderer::TextureData(int width, int height, void* data, int level, C4JRender::eTextureFormat format) void Renderer::TextureData(int width, int height, void* data, int level, C4JRender::eTextureFormat format)
{ {
Context& c = this->getContext(); Context& c = this->getContext();
int idx = c.boundTextureIndex; int idx = c.textureIdx;
m_textures[idx].textureFormat = format; m_textures[idx].textureFormat = format;
@@ -138,7 +138,7 @@ void Renderer::TextureData(int width, int height, void* data, int level, C4JRend
void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level) void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level)
{ {
Context& c = this->getContext(); Context& c = this->getContext();
int idx = c.boundTextureIndex; int idx = c.textureIdx;
D3D11_TEXTURE2D_DESC desc; D3D11_TEXTURE2D_DESC desc;
m_textures[idx].texture->GetDesc(&desc); m_textures[idx].texture->GetDesc(&desc);
@@ -164,7 +164,7 @@ void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height
void Renderer::TextureSetParam(int param, int value) void Renderer::TextureSetParam(int param, int value)
{ {
Context& c = this->getContext(); Context& c = this->getContext();
int idx = c.boundTextureIndex; int idx = c.textureIdx;
switch (param) switch (param)
{ {