chore: change more code conventions and clean up a bit more stuff

This commit is contained in:
3UR
2026-03-03 04:13:45 +10:00
parent 9938bd8ee9
commit 5b3d67063f
5 changed files with 91 additions and 89 deletions
+24 -24
View File
@@ -108,9 +108,9 @@ Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceCont
stackPos[i] = 0;
}
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = FALSE;
blendDesc.RenderTarget[0].BlendEnable = FALSE;
blendDesc.AlphaToCoverageEnable = false;
blendDesc.IndependentBlendEnable = false;
blendDesc.RenderTarget[0].BlendEnable = false;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
@@ -119,10 +119,10 @@ Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceCont
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
depthStencilDesc.DepthEnable = TRUE;
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthStencilDesc.StencilEnable = FALSE;
depthStencilDesc.StencilEnable = false;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
@@ -136,14 +136,14 @@ Renderer::Context::Context(ID3D11Device* device, ID3D11DeviceContext* deviceCont
rasterizerDesc.FillMode = D3D11_FILL_SOLID;
rasterizerDesc.CullMode = D3D11_CULL_BACK;
rasterizerDesc.FrontCounterClockwise = TRUE;
rasterizerDesc.FrontCounterClockwise = true;
rasterizerDesc.DepthBias = 0;
rasterizerDesc.DepthBiasClamp = 0.0f;
rasterizerDesc.SlopeScaledDepthBias = 0.0f;
rasterizerDesc.DepthClipEnable = TRUE;
rasterizerDesc.ScissorEnable = FALSE;
rasterizerDesc.MultisampleEnable = TRUE;
rasterizerDesc.AntialiasedLineEnable = FALSE;
rasterizerDesc.DepthClipEnable = true;
rasterizerDesc.ScissorEnable = false;
rasterizerDesc.MultisampleEnable = true;
rasterizerDesc.AntialiasedLineEnable = false;
memset(lightDirection, 0, sizeof(lightDirection));
memset(lightColour, 0, sizeof(lightColour));
@@ -233,9 +233,9 @@ void Renderer::Clear(int flags, D3D11_RECT *)
ID3D11RasterizerState *rasterizerState = NULL;
D3D11_BLEND_DESC blendDesc = {};
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = FALSE;
blendDesc.RenderTarget[0].BlendEnable = FALSE;
blendDesc.AlphaToCoverageEnable = false;
blendDesc.IndependentBlendEnable = false;
blendDesc.RenderTarget[0].BlendEnable = false;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
@@ -246,12 +246,12 @@ void Renderer::Clear(int flags, D3D11_RECT *)
m_pDevice->CreateBlendState(&blendDesc, &blendState);
D3D11_DEPTH_STENCIL_DESC depthDesc = {};
depthDesc.DepthEnable = (flags & CLEAR_DEPTH_FLAG) ? TRUE : FALSE;
depthDesc.DepthEnable = (flags & CLEAR_DEPTH_FLAG) ? true : false;
depthDesc.DepthWriteMask = depthDesc.DepthEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
depthDesc.StencilEnable = FALSE;
depthDesc.StencilReadMask = 0xFFu;
depthDesc.StencilWriteMask = 0xFFu;
depthDesc.StencilEnable = false;
depthDesc.StencilReadMask = 0xFF;
depthDesc.StencilWriteMask = 0xFF;
depthDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
depthDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
@@ -265,8 +265,8 @@ void Renderer::Clear(int flags, D3D11_RECT *)
D3D11_RASTERIZER_DESC rasterDesc = {};
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.DepthClipEnable = TRUE;
rasterDesc.MultisampleEnable = TRUE;
rasterDesc.DepthClipEnable = true;
rasterDesc.MultisampleEnable = true;
m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState);
c.m_pDeviceContext->VSSetShader(screenClearVertexShader, NULL, 0);
@@ -818,7 +818,7 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
ID3D11Texture2D *stagingTexture = NULL;
D3D11_BLEND_DESC blendDesc = {};
blendDesc.RenderTarget[0].BlendEnable = FALSE;
blendDesc.RenderTarget[0].BlendEnable = false;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
@@ -829,10 +829,10 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
m_pDevice->CreateBlendState(&blendDesc, &blendState);
D3D11_DEPTH_STENCIL_DESC depthDesc = {};
depthDesc.DepthEnable = FALSE;
depthDesc.DepthEnable = false;
depthDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
depthDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
depthDesc.StencilEnable = FALSE;
depthDesc.StencilEnable = false;
depthDesc.StencilReadMask = 0xFF;
depthDesc.StencilWriteMask = 0xFF;
depthDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
@@ -845,8 +845,8 @@ void Renderer::CaptureThumbnail(ImageFileBuffer *pngOut)
D3D11_RASTERIZER_DESC rasterDesc = {};
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.DepthClipEnable = TRUE;
rasterDesc.MultisampleEnable = TRUE;
rasterDesc.DepthClipEnable = true;
rasterDesc.MultisampleEnable = true;
m_pDevice->CreateRasterizerState(&rasterDesc, &rasterizerState);
D3D11_SAMPLER_DESC samplerDesc = {};