chore: update naming convention for bools in render core and update member names in render texture
This commit is contained in:
1 parent
df37fc63a8
commit
362d185289
3 files changed
+20
-20
No files matched your search
@@ -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];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -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) {}
|
||||||
|
|||||||
@@ -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)
|
||||||
{
|
{
|
||||||
|
|||||||
Reference in new issue
Block a user