chore: add .clang_format for consistent code formatting
This commit is contained in:
+405
-407
@@ -9,441 +9,439 @@
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class Renderer
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{
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public:
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struct Context;
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struct CommandBuffer;
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void Tick();
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void UpdateGamma(unsigned short usGamma);
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void MatrixMode(int type);
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void MatrixSetIdentity();
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void MatrixTranslate(float x, float y, float z);
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void MatrixRotate(float angle, float x, float y, float z);
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void MatrixScale(float x, float y, float z);
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void MatrixPerspective(float fovy, float aspect, float zNear, float zFar);
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void MatrixOrthogonal(float left, float right, float bottom, float top, float zNear, float zFar);
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void MatrixPop();
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void MatrixPush();
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void MatrixMult(float* mat);
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const float* MatrixGet(int type);
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void Set_matrixDirty();
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void Initialise(ID3D11Device* pDevice, IDXGISwapChain* pSwapChain);
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ID3D11DeviceContext* InitialiseContext(bool fromPresent);
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void StartFrame();
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void DoScreenGrabOnNextPresent();
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void Present();
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void Clear(int flags, D3D11_RECT* pRect);
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void SetClearColour(const float colourRGBA[4]);
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bool IsWidescreen();
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bool IsHiDef();
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void CaptureThumbnail(ImageFileBuffer* pngOut);
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void CaptureScreen(ImageFileBuffer* jpgOut, XSOCIAL_PREVIEWIMAGE* previewOut);
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void BeginConditionalSurvey(int identifier);
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void EndConditionalSurvey();
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void BeginConditionalRendering(int identifier);
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void EndConditionalRendering();
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void DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count, void* dataIn, C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType);
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void DrawVertexBuffer(C4JRender::ePrimitiveType PrimitiveType, int count, ID3D11Buffer* buffer, C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType);
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void CBuffLockStaticCreations();
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int CBuffCreate(int count);
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void CBuffDelete(int first, int count);
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void CBuffStart(int index, bool full);
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void CBuffClear(int index);
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int CBuffSize(int index);
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void CBuffEnd();
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bool CBuffCall(int index, bool full);
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void CBuffTick();
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void CBuffDeferredModeStart();
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void CBuffDeferredModeEnd();
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int TextureCreate();
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void TextureFree(int idx);
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void TextureBind(int idx);
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void TextureBindVertex(int idx);
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void TextureSetTextureLevels(int levels);
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int TextureGetTextureLevels();
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void TextureSetParam(int param, int value);
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void TextureDynamicUpdateStart();
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void TextureDynamicUpdateEnd();
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void TextureData(int width, int height, void* data, int level, C4JRender::eTextureFormat format);
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void TextureDataUpdate(int xoffset, int yoffset, int width, int height, void* data, int level);
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HRESULT LoadTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut);
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HRESULT LoadTextureData(BYTE* pbData, DWORD dwBytes, D3DXIMAGE_INFO* pSrcInfo, int** ppDataOut);
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HRESULT SaveTextureData(const char* szFilename, D3DXIMAGE_INFO* pSrcInfo, int* ppDataOut);
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HRESULT SaveTextureDataToMemory(void* pOutput, int outputCapacity, int* outputLength, int width, int height, int* ppDataIn);
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void TextureGetStats();
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ID3D11ShaderResourceView* TextureGetTexture(int idx);
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void StateSetColour(float r, float g, float b, float a);
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void StateSetDepthMask(bool enable);
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void StateSetBlendEnable(bool enable);
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void StateSetBlendFunc(int src, int dst);
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void StateSetBlendFactor(unsigned int colour);
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void StateSetAlphaFunc(int func, float param);
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void StateSetDepthFunc(int func);
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void StateSetFaceCull(bool enable);
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void StateSetFaceCullCW(bool enable);
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void StateSetLineWidth(float width);
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void StateSetWriteEnable(bool red, bool green, bool blue, bool alpha);
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void StateSetDepthTestEnable(bool enable);
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void StateSetAlphaTestEnable(bool enable);
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void StateSetDepthSlopeAndBias(float slope, float bias);
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void StateSetFogEnable(bool enable);
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void StateSetFogMode(int mode);
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void StateSetFogNearDistance(float dist);
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void StateSetFogFarDistance(float dist);
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void StateSetFogDensity(float density);
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void StateSetFogColour(float red, float green, float blue);
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void StateSetLightingEnable(bool enable);
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void StateSetVertexTextureUV(float u, float v);
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void StateSetLightColour(int light, float red, float green, float blue);
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void StateSetLightAmbientColour(float red, float green, float blue);
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void StateSetLightDirection(int light, float x, float y, float z);
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void StateSetLightEnable(int light, bool enable);
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void StateSetViewport(C4JRender::eViewportType viewportType);
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void StateSetEnableViewportClipPlanes(bool enable);
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void StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace);
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void StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask);
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void StateSetForceLOD(int LOD);
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void BeginEvent(LPCWSTR eventName);
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void EndEvent();
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void Suspend();
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bool Suspended();
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void Resume();
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void StateUpdate();
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struct Context;
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struct CommandBuffer;
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void Tick();
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void UpdateGamma(unsigned short usGamma);
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void MatrixMode(int type);
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void MatrixSetIdentity();
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void MatrixTranslate(float x, float y, float z);
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void MatrixRotate(float angle, float x, float y, float z);
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void MatrixScale(float x, float y, float z);
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void MatrixPerspective(float fovy, float aspect, float zNear, float zFar);
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void MatrixOrthogonal(float left, float right, float bottom, float top, float zNear, float zFar);
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void MatrixPop();
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void MatrixPush();
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void MatrixMult(float *mat);
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const float *MatrixGet(int type);
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void Set_matrixDirty();
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void Initialise(ID3D11Device *pDevice, IDXGISwapChain *pSwapChain);
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ID3D11DeviceContext *InitialiseContext(bool fromPresent);
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void StartFrame();
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void DoScreenGrabOnNextPresent();
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void Present();
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void Clear(int flags, D3D11_RECT *pRect);
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void SetClearColour(const float colourRGBA[4]);
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bool IsWidescreen();
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bool IsHiDef();
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void CaptureThumbnail(ImageFileBuffer *pngOut);
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void CaptureScreen(ImageFileBuffer *jpgOut, XSOCIAL_PREVIEWIMAGE *previewOut);
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void BeginConditionalSurvey(int identifier);
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void EndConditionalSurvey();
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void BeginConditionalRendering(int identifier);
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void EndConditionalRendering();
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void DrawVertices(C4JRender::ePrimitiveType PrimitiveType, int count, void *dataIn, C4JRender::eVertexType vType,
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C4JRender::ePixelShaderType psType);
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void DrawVertexBuffer(C4JRender::ePrimitiveType PrimitiveType, int count, ID3D11Buffer *buffer, C4JRender::eVertexType vType,
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C4JRender::ePixelShaderType psType);
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void CBuffLockStaticCreations();
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int CBuffCreate(int count);
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void CBuffDelete(int first, int count);
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void CBuffStart(int index, bool full);
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void CBuffClear(int index);
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int CBuffSize(int index);
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void CBuffEnd();
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bool CBuffCall(int index, bool full);
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void CBuffTick();
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void CBuffDeferredModeStart();
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void CBuffDeferredModeEnd();
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int TextureCreate();
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void TextureFree(int idx);
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void TextureBind(int idx);
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void TextureBindVertex(int idx);
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void TextureSetTextureLevels(int levels);
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int TextureGetTextureLevels();
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void TextureSetParam(int param, int value);
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void TextureDynamicUpdateStart();
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void TextureDynamicUpdateEnd();
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void TextureData(int width, int height, void *data, int level, C4JRender::eTextureFormat format);
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void TextureDataUpdate(int xoffset, int yoffset, int width, int height, void *data, int level);
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HRESULT LoadTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut);
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HRESULT LoadTextureData(BYTE *pbData, DWORD dwBytes, D3DXIMAGE_INFO *pSrcInfo, int **ppDataOut);
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HRESULT SaveTextureData(const char *szFilename, D3DXIMAGE_INFO *pSrcInfo, int *ppDataOut);
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HRESULT SaveTextureDataToMemory(void *pOutput, int outputCapacity, int *outputLength, int width, int height, int *ppDataIn);
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void TextureGetStats();
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ID3D11ShaderResourceView *TextureGetTexture(int idx);
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void StateSetColour(float r, float g, float b, float a);
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void StateSetDepthMask(bool enable);
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void StateSetBlendEnable(bool enable);
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void StateSetBlendFunc(int src, int dst);
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void StateSetBlendFactor(unsigned int colour);
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void StateSetAlphaFunc(int func, float param);
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void StateSetDepthFunc(int func);
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void StateSetFaceCull(bool enable);
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void StateSetFaceCullCW(bool enable);
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void StateSetLineWidth(float width);
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void StateSetWriteEnable(bool red, bool green, bool blue, bool alpha);
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void StateSetDepthTestEnable(bool enable);
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void StateSetAlphaTestEnable(bool enable);
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void StateSetDepthSlopeAndBias(float slope, float bias);
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void StateSetFogEnable(bool enable);
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void StateSetFogMode(int mode);
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void StateSetFogNearDistance(float dist);
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void StateSetFogFarDistance(float dist);
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void StateSetFogDensity(float density);
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void StateSetFogColour(float red, float green, float blue);
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void StateSetLightingEnable(bool enable);
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void StateSetVertexTextureUV(float u, float v);
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void StateSetLightColour(int light, float red, float green, float blue);
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void StateSetLightAmbientColour(float red, float green, float blue);
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void StateSetLightDirection(int light, float x, float y, float z);
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void StateSetLightEnable(int light, bool enable);
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void StateSetViewport(C4JRender::eViewportType viewportType);
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void StateSetEnableViewportClipPlanes(bool enable);
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void StateSetTexGenCol(int col, float x, float y, float z, float w, bool eyeSpace);
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void StateSetStencil(D3D11_COMPARISON_FUNC function, uint8_t stencil_ref, uint8_t stencil_func_mask, uint8_t stencil_write_mask);
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void StateSetForceLOD(int LOD);
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void BeginEvent(LPCWSTR eventName);
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void EndEvent();
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void Suspend();
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bool Suspended();
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void Resume();
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void StateUpdate();
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private:
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void SetupShaders();
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void ConvertLinearToPng(ImageFileBuffer* pngOut, unsigned char* linearData, unsigned int width, unsigned int height);
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void DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType, C4JRender::ePrimitiveType primitiveType, int* count, bool* drawIndexed);
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void UpdateTexGenState();
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void UpdateLightingState();
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void UpdateViewportState();
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void UpdateFogState();
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void UpdateTextureState(bool vertexSampler);
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void MultWithStack(DirectX::XMMATRIX matrix);
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ID3D11DepthStencilState* GetManagedDepthStencilState();
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ID3D11BlendState* GetManagedBlendState();
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ID3D11RasterizerState* GetManagedRasterizerState();
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ID3D11SamplerState* GetManagedSamplerState();
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void DeleteInternalBuffer(int index);
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Renderer::Context& getContext();
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static D3D11_PRIMITIVE_TOPOLOGY* m_Topologies;
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static DXGI_FORMAT textureFormats[C4JRender::MAX_TEXTURE_FORMATS];
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void SetupShaders();
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void ConvertLinearToPng(ImageFileBuffer *pngOut, unsigned char *linearData, unsigned int width, unsigned int height);
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void DrawVertexSetup(C4JRender::eVertexType vType, C4JRender::ePixelShaderType psType, C4JRender::ePrimitiveType primitiveType, int *count,
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bool *drawIndexed);
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void UpdateTexGenState();
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void UpdateLightingState();
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void UpdateViewportState();
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void UpdateFogState();
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void UpdateTextureState(bool vertexSampler);
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void MultWithStack(DirectX::XMMATRIX matrix);
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ID3D11DepthStencilState *GetManagedDepthStencilState();
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ID3D11BlendState *GetManagedBlendState();
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ID3D11RasterizerState *GetManagedRasterizerState();
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ID3D11SamplerState *GetManagedSamplerState();
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void DeleteInternalBuffer(int index);
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Renderer::Context &getContext();
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static D3D11_PRIMITIVE_TOPOLOGY *m_Topologies;
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static DXGI_FORMAT textureFormats[C4JRender::MAX_TEXTURE_FORMATS];
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public:
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struct Texture
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{
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bool allocated;
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ID3D11Texture2D *texture;
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ID3D11ShaderResourceView *view;
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DWORD textureFlags;
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DWORD mipLevels;
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DWORD textureFormat;
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DWORD samplerParams;
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};
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struct Texture
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{
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bool allocated;
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ID3D11Texture2D* texture;
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ID3D11ShaderResourceView* view;
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DWORD textureFlags;
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DWORD mipLevels;
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DWORD textureFormat;
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DWORD samplerParams;
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};
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struct TexgenCBuffer
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{
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DirectX::XMMATRIX unk0;
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DirectX::XMMATRIX unk1;
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};
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struct TexgenCBuffer
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{
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DirectX::XMMATRIX unk0;
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DirectX::XMMATRIX unk1;
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};
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enum eCommandType
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{
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COMMAND_ADD_MATRIX,
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COMMAND_ADD_VERTICES,
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COMMAND_BIND_TEXTURE,
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COMMAND_SET_COLOR,
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COMMAND_SET_DEPTH_FUNC,
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COMMAND_SET_DEPTH_MASK,
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COMMAND_SET_DEPTH_TEST,
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COMMAND_SET_LIGHTING_ENABLE,
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COMMAND_SET_LIGHT_ENABLE,
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COMMAND_SET_LIGHT_DIRECTION,
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COMMAND_SET_LIGHT_COLOUR,
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COMMAND_SET_LIGHT_AMBIENT_COLOUR,
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COMMAND_SET_BLEND_ENABLE,
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COMMAND_SET_BLEND_FUNC,
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COMMAND_SET_BLEND_FACTOR,
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COMMAND_SET_FACE_CULL,
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};
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enum eCommandType
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{
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COMMAND_ADD_MATRIX,
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COMMAND_ADD_VERTICES,
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COMMAND_BIND_TEXTURE,
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COMMAND_SET_COLOR,
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COMMAND_SET_DEPTH_FUNC,
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COMMAND_SET_DEPTH_MASK,
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COMMAND_SET_DEPTH_TEST,
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COMMAND_SET_LIGHTING_ENABLE,
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COMMAND_SET_LIGHT_ENABLE,
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COMMAND_SET_LIGHT_DIRECTION,
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COMMAND_SET_LIGHT_COLOUR,
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COMMAND_SET_LIGHT_AMBIENT_COLOUR,
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COMMAND_SET_BLEND_ENABLE,
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COMMAND_SET_BLEND_FUNC,
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COMMAND_SET_BLEND_FACTOR,
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COMMAND_SET_FACE_CULL,
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};
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struct CommandBuffer
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{
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CommandBuffer(bool full);
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~CommandBuffer();
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void StartRecording();
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void EndRecording(ID3D11Device *device);
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std::uint64_t GetAllocated();
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bool IsBusy();
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void AddMatrix(const float *matrix);
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void AddVertices(unsigned int stride, unsigned int count, void *dataIn, Renderer::Context &context);
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void BindTexture(int idx);
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void SetColor(float r, float g, float b, float a);
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void SetDepthFunc(int func);
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void SetDepthMask(bool enable);
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void SetDepthTestEnable(bool enable);
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void SetLightingEnable(bool enable);
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void SetLightEnable(int light, bool enable);
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void SetLightDirection(int light, float x, float y, float z);
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void SetLightColour(int light, float r, float g, float b);
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void SetLightAmbientColour(float r, float g, float b);
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void SetBlendEnable(bool enable);
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void SetBlendFunc(int src, int dst);
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void SetBlendFactor(unsigned int factor);
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void SetFaceCull(bool enable);
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void Render(C4JRender::eVertexType vertexType, Renderer::Context &context, int primitiveType);
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struct CommandBuffer
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{
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CommandBuffer(bool full);
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~CommandBuffer();
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void StartRecording();
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void EndRecording(ID3D11Device* device);
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std::uint64_t GetAllocated();
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bool IsBusy();
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void AddMatrix(const float* matrix);
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void AddVertices(unsigned int stride, unsigned int count, void* dataIn, Renderer::Context& context);
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void BindTexture(int idx);
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void SetColor(float r, float g, float b, float a);
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void SetDepthFunc(int func);
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void SetDepthMask(bool enable);
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void SetDepthTestEnable(bool enable);
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void SetLightingEnable(bool enable);
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void SetLightEnable(int light, bool enable);
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void SetLightDirection(int light, float x, float y, float z);
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void SetLightColour(int light, float r, float g, float b);
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void SetLightAmbientColour(float r, float g, float b);
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void SetBlendEnable(bool enable);
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void SetBlendFunc(int src, int dst);
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void SetBlendFactor(unsigned int factor);
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void SetFaceCull(bool enable);
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void Render(C4JRender::eVertexType vertexType, Renderer::Context& context, int primitiveType);
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struct Command
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{
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Renderer::eCommandType m_command_type;
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BYTE commandPadding[12];
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struct Command
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{
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Renderer::eCommandType m_command_type;
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BYTE commandPadding[12];
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union
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{
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BYTE data[64];
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union
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{
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BYTE data[64];
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struct
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{
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float m_matrix[16];
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// DirectX::XMMATRIX m_matrix;
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} add_matrix;
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struct
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{
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float m_matrix[16];
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//DirectX::XMMATRIX m_matrix;
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} add_matrix;
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struct
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{
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unsigned int m_vertex_index_start;
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unsigned int m_vertex_count;
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} add_vertices;
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struct
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{
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unsigned int m_vertex_index_start;
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unsigned int m_vertex_count;
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} add_vertices;
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struct
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{
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unsigned int m_texture_index;
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} bind_texture;
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struct
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{
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unsigned int m_texture_index;
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} bind_texture;
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struct
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{
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float m_color[4];
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} set_color;
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struct
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{
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float m_color[4];
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} set_color;
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struct
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{
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int m_depth_func;
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} set_depth_func;
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struct
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{
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int m_depth_func;
|
||||
} set_depth_func;
|
||||
struct
|
||||
{
|
||||
bool m_enable;
|
||||
} set_depth_mask;
|
||||
|
||||
struct
|
||||
{
|
||||
bool m_enable;
|
||||
} set_depth_mask;
|
||||
struct
|
||||
{
|
||||
bool m_enable;
|
||||
} set_depth_test;
|
||||
|
||||
struct
|
||||
{
|
||||
bool m_enable;
|
||||
} set_depth_test;
|
||||
struct
|
||||
{
|
||||
bool m_enable;
|
||||
} set_lighting_enable;
|
||||
|
||||
struct
|
||||
{
|
||||
bool m_enable;
|
||||
} set_lighting_enable;
|
||||
struct
|
||||
{
|
||||
int m_light_index;
|
||||
bool m_enable;
|
||||
} set_light_enable;
|
||||
|
||||
struct
|
||||
{
|
||||
int m_light_index;
|
||||
bool m_enable;
|
||||
} set_light_enable;
|
||||
struct
|
||||
{
|
||||
int m_light_index;
|
||||
float padding[3];
|
||||
float m_direction[4];
|
||||
} set_light_direction;
|
||||
|
||||
struct
|
||||
{
|
||||
int m_light_index;
|
||||
float padding[3];
|
||||
float m_direction[4];
|
||||
} set_light_direction;
|
||||
struct
|
||||
{
|
||||
int m_light_index;
|
||||
float m_color[3];
|
||||
} set_light_colour;
|
||||
|
||||
struct
|
||||
{
|
||||
int m_light_index;
|
||||
float m_color[3];
|
||||
} set_light_colour;
|
||||
struct
|
||||
{
|
||||
BYTE padding;
|
||||
float m_color[3];
|
||||
} set_light_ambient_colour;
|
||||
|
||||
struct
|
||||
{
|
||||
BYTE padding;
|
||||
float m_color[3];
|
||||
} set_light_ambient_colour;
|
||||
struct
|
||||
{
|
||||
bool m_enable;
|
||||
} set_blend_enable;
|
||||
|
||||
struct
|
||||
{
|
||||
bool m_enable;
|
||||
} set_blend_enable;
|
||||
struct
|
||||
{
|
||||
int m_src;
|
||||
int m_dst;
|
||||
} set_blend_func;
|
||||
|
||||
struct
|
||||
{
|
||||
int m_src;
|
||||
int m_dst;
|
||||
} set_blend_func;
|
||||
struct
|
||||
{
|
||||
unsigned int m_blend_factor;
|
||||
} set_blend_factor;
|
||||
|
||||
struct
|
||||
{
|
||||
unsigned int m_blend_factor;
|
||||
} set_blend_factor;
|
||||
struct
|
||||
{
|
||||
bool m_enable;
|
||||
} set_face_cull;
|
||||
};
|
||||
};
|
||||
ID3D11Buffer *m_vertexBuffer;
|
||||
void *m_vertexData;
|
||||
std::uint64_t m_vertexDataLength;
|
||||
std::vector<Command> m_commands;
|
||||
std::uint64_t m_allocated;
|
||||
BYTE isActive;
|
||||
BYTE paddingAfterActive[7];
|
||||
};
|
||||
|
||||
struct
|
||||
{
|
||||
bool m_enable;
|
||||
} set_face_cull;
|
||||
};
|
||||
};
|
||||
ID3D11Buffer* m_vertexBuffer;
|
||||
void* m_vertexData;
|
||||
std::uint64_t m_vertexDataLength;
|
||||
std::vector<Command> m_commands;
|
||||
std::uint64_t m_allocated;
|
||||
BYTE isActive;
|
||||
BYTE paddingAfterActive[7];
|
||||
struct DeferredCBuff
|
||||
{
|
||||
Renderer::CommandBuffer *m_command_buf;
|
||||
int m_vertex_index;
|
||||
int m_vertex_type;
|
||||
int m_primitive_type;
|
||||
DirectX::XMMATRIX m_matrix;
|
||||
};
|
||||
|
||||
struct Context
|
||||
{
|
||||
Context(ID3D11Device *device, ID3D11DeviceContext *deviceContext);
|
||||
ID3D11DeviceContext *m_pDeviceContext;
|
||||
ID3DUserDefinedAnnotation *userAnnotation;
|
||||
DWORD contextStateFlags;
|
||||
BYTE paddingAfterFlags[12];
|
||||
DirectX::XMMATRIX matrixStacks[4][16];
|
||||
bool matrixDirty[4];
|
||||
DWORD matrixStackDepth[4];
|
||||
DWORD matrixModeType;
|
||||
DWORD boundTextureIndex;
|
||||
BYTE faceCullEnabled;
|
||||
BYTE depthTestEnabled;
|
||||
BYTE alphaTestEnabled;
|
||||
float alphaReference;
|
||||
BYTE depthWriteEnabled;
|
||||
BYTE fogEnabled;
|
||||
BYTE paddingAfterFogFlags[2];
|
||||
float fogNearDistance;
|
||||
float fogFarDistance;
|
||||
float fogDensity;
|
||||
float fogColourRed;
|
||||
float fogColourBlue;
|
||||
float fogColourGreen;
|
||||
DWORD fogMode;
|
||||
BYTE lightingEnabled;
|
||||
BYTE lightEnabled[2];
|
||||
BYTE lightingDirty;
|
||||
DWORD forcedLOD;
|
||||
BYTE paddingAfterForceLOD[4];
|
||||
DirectX::XMFLOAT4 lightDirection[2];
|
||||
DirectX::XMFLOAT4 lightColour[2];
|
||||
DirectX::XMFLOAT4 lightAmbientColour;
|
||||
ID3D11Buffer *cbMatrix0;
|
||||
ID3D11Buffer *cbMatrix1;
|
||||
ID3D11Buffer *cbMatrix2;
|
||||
ID3D11Buffer *cbMatrix3;
|
||||
ID3D11Buffer *cbVertexTexcoord;
|
||||
ID3D11Buffer *cbFogParams;
|
||||
ID3D11Buffer *cbLighting;
|
||||
ID3D11Buffer *cbTexGen;
|
||||
ID3D11Buffer *cbAux0;
|
||||
ID3D11Buffer *cbAux1;
|
||||
ID3D11Buffer *cbColour;
|
||||
ID3D11Buffer *cbFogColour;
|
||||
ID3D11Buffer *cbAux2;
|
||||
ID3D11Buffer *cbAlphaTest;
|
||||
ID3D11Buffer *cbAux3;
|
||||
ID3D11Buffer *cbAux4;
|
||||
uint64_t dynamicVertexBase;
|
||||
DWORD dynamicVertexOffset;
|
||||
BYTE paddingAfterDynamicOffset[4];
|
||||
ID3D11Buffer *dynamicVertexBuffer;
|
||||
BYTE paddingBeforeTexGen[8];
|
||||
DirectX::XMMATRIX texGenMatrices[2];
|
||||
Renderer::CommandBuffer *commandBuffer;
|
||||
DWORD recordingBufferIndex;
|
||||
DWORD recordingVertexType;
|
||||
DWORD recordingPrimitiveType;
|
||||
BYTE deferredModeEnabled;
|
||||
BYTE paddingAfterDeferredModeEnabled[3];
|
||||
std::vector<DeferredCBuff> deferredBuffers;
|
||||
D3D11_BLEND_DESC blendDesc;
|
||||
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
|
||||
D3D11_RASTERIZER_DESC rasterizerDesc;
|
||||
float blendFactor[4];
|
||||
DWORD reservedContext0;
|
||||
DWORD reservedContext1;
|
||||
};
|
||||
|
||||
};
|
||||
static DWORD tlsIdx;
|
||||
static unsigned int s_auiWidths[MAX_MIP_LEVELS + 1];
|
||||
static unsigned int s_auiHeights[MAX_MIP_LEVELS + 1];
|
||||
static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[5];
|
||||
static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_Compressed[2];
|
||||
static D3D11_PRIMITIVE_TOPOLOGY g_topologies[C4JRender::PRIMITIVE_TYPE_COUNT];
|
||||
static int totalAlloc;
|
||||
static _RTL_CRITICAL_SECTION totalAllocCS;
|
||||
|
||||
struct DeferredCBuff
|
||||
{
|
||||
Renderer::CommandBuffer* m_command_buf;
|
||||
int m_vertex_index;
|
||||
int m_vertex_type;
|
||||
int m_primitive_type;
|
||||
DirectX::XMMATRIX m_matrix;
|
||||
};
|
||||
|
||||
struct Context
|
||||
{
|
||||
Context(ID3D11Device* device, ID3D11DeviceContext* deviceContext);
|
||||
ID3D11DeviceContext* m_pDeviceContext;
|
||||
ID3DUserDefinedAnnotation* userAnnotation;
|
||||
DWORD contextStateFlags;
|
||||
BYTE paddingAfterFlags[12];
|
||||
DirectX::XMMATRIX matrixStacks[4][16];
|
||||
bool matrixDirty[4];
|
||||
DWORD matrixStackDepth[4];
|
||||
DWORD matrixModeType;
|
||||
DWORD boundTextureIndex;
|
||||
BYTE faceCullEnabled;
|
||||
BYTE depthTestEnabled;
|
||||
BYTE alphaTestEnabled;
|
||||
float alphaReference;
|
||||
BYTE depthWriteEnabled;
|
||||
BYTE fogEnabled;
|
||||
BYTE paddingAfterFogFlags[2];
|
||||
float fogNearDistance;
|
||||
float fogFarDistance;
|
||||
float fogDensity;
|
||||
float fogColourRed;
|
||||
float fogColourBlue;
|
||||
float fogColourGreen;
|
||||
DWORD fogMode;
|
||||
BYTE lightingEnabled;
|
||||
BYTE lightEnabled[2];
|
||||
BYTE lightingDirty;
|
||||
DWORD forcedLOD;
|
||||
BYTE paddingAfterForceLOD[4];
|
||||
DirectX::XMFLOAT4 lightDirection[2];
|
||||
DirectX::XMFLOAT4 lightColour[2];
|
||||
DirectX::XMFLOAT4 lightAmbientColour;
|
||||
ID3D11Buffer* cbMatrix0;
|
||||
ID3D11Buffer* cbMatrix1;
|
||||
ID3D11Buffer* cbMatrix2;
|
||||
ID3D11Buffer* cbMatrix3;
|
||||
ID3D11Buffer* cbVertexTexcoord;
|
||||
ID3D11Buffer* cbFogParams;
|
||||
ID3D11Buffer* cbLighting;
|
||||
ID3D11Buffer* cbTexGen;
|
||||
ID3D11Buffer* cbAux0;
|
||||
ID3D11Buffer* cbAux1;
|
||||
ID3D11Buffer* cbColour;
|
||||
ID3D11Buffer* cbFogColour;
|
||||
ID3D11Buffer* cbAux2;
|
||||
ID3D11Buffer* cbAlphaTest;
|
||||
ID3D11Buffer* cbAux3;
|
||||
ID3D11Buffer* cbAux4;
|
||||
uint64_t dynamicVertexBase;
|
||||
DWORD dynamicVertexOffset;
|
||||
BYTE paddingAfterDynamicOffset[4];
|
||||
ID3D11Buffer* dynamicVertexBuffer;
|
||||
BYTE paddingBeforeTexGen[8];
|
||||
DirectX::XMMATRIX texGenMatrices[2];
|
||||
Renderer::CommandBuffer* commandBuffer;
|
||||
DWORD recordingBufferIndex;
|
||||
DWORD recordingVertexType;
|
||||
DWORD recordingPrimitiveType;
|
||||
BYTE deferredModeEnabled;
|
||||
BYTE paddingAfterDeferredModeEnabled[3];
|
||||
std::vector<DeferredCBuff> deferredBuffers;
|
||||
D3D11_BLEND_DESC blendDesc;
|
||||
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
|
||||
D3D11_RASTERIZER_DESC rasterizerDesc;
|
||||
float blendFactor[4];
|
||||
DWORD reservedContext0;
|
||||
DWORD reservedContext1;
|
||||
};
|
||||
|
||||
static DWORD tlsIdx;
|
||||
static unsigned int s_auiWidths[MAX_MIP_LEVELS + 1];
|
||||
static unsigned int s_auiHeights[MAX_MIP_LEVELS + 1];
|
||||
static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_PF3_TF2_CB4_NB4_XW1[5];
|
||||
static D3D11_INPUT_ELEMENT_DESC g_vertex_PTN_Elements_Compressed[2];
|
||||
static D3D11_PRIMITIVE_TOPOLOGY g_topologies[C4JRender::PRIMITIVE_TYPE_COUNT];
|
||||
static int totalAlloc;
|
||||
static _RTL_CRITICAL_SECTION totalAllocCS;
|
||||
|
||||
float m_fClearColor[4];
|
||||
ID3D11Device* m_pDevice;
|
||||
ID3D11DeviceContext* m_pDeviceContext;
|
||||
IDXGISwapChain* m_pSwapChain;
|
||||
ID3D11RenderTargetView* renderTargetView;
|
||||
ID3D11RenderTargetView* renderTargetViews[4];
|
||||
ID3D11ShaderResourceView* renderTargetShaderResourceView;
|
||||
ID3D11ShaderResourceView* renderTargetShaderResourceViews[4];
|
||||
ID3D11Texture2D* renderTargetTextures[4];
|
||||
ID3D11DepthStencilView* depthStencilView;
|
||||
ID3D11VertexShader** vertexShaderTable;
|
||||
ID3D11VertexShader* screenSpaceVertexShader;
|
||||
ID3D11VertexShader* screenClearVertexShader;
|
||||
ID3D11PixelShader** pixelShaderTable;
|
||||
ID3D11PixelShader* screenSpacePixelShader;
|
||||
ID3D11PixelShader* screenClearPixelShader;
|
||||
unsigned int* vertexStrideTable;
|
||||
ID3D11InputLayout** inputLayoutTable;
|
||||
ID3D11Buffer* quadIndexBuffer;
|
||||
ID3D11Buffer* fanIndexBuffer;
|
||||
DWORD defaultTextureIndex;
|
||||
WORD reservedRendererWord0;
|
||||
BYTE paddingAfterRendererWord0[2];
|
||||
DWORD presentCount;
|
||||
BYTE rendererFlag0;
|
||||
BYTE paddingAfterRendererFlag0[3];
|
||||
_RTL_CRITICAL_SECTION rtl_critical_section100;
|
||||
DWORD activeVertexType;
|
||||
DWORD activePixelType;
|
||||
C4JRender::eViewportType m_ViewportType;
|
||||
BYTE reservedRendererByte0;
|
||||
BYTE paddingAfterViewportType[3];
|
||||
Renderer::Texture m_textures[512];
|
||||
DWORD backBufferWidth;
|
||||
DWORD backBufferHeight;
|
||||
BYTE reservedRendererByte1;
|
||||
BYTE paddingAfterRendererByte1[3];
|
||||
DWORD reservedRendererDword1;
|
||||
void* reservedRendererPtr2;
|
||||
void* reservedRendererPtr3;
|
||||
uint64_t reservedRendererPtr1;
|
||||
void* reservedRendererPtr4;
|
||||
void* reservedRendererPtr5;
|
||||
void* reservedRendererPtr6;
|
||||
DWORD reservedRendererDword2;
|
||||
DWORD reservedRendererDword3;
|
||||
std::unordered_map<int, ID3D11BlendState*> managedBlendStates;
|
||||
std::unordered_map<int, ID3D11DepthStencilState*> managedDepthStencilStates;
|
||||
std::unordered_map<int, ID3D11SamplerState*> managedSamplerStates;
|
||||
std::unordered_map<int, ID3D11RasterizerState*> managedRasterizerStates;
|
||||
BYTE shouldScreenGrabNextFrame;
|
||||
BYTE suspended;
|
||||
BYTE paddingAfterSuspendState[2];
|
||||
float m_fClearColor[4];
|
||||
ID3D11Device *m_pDevice;
|
||||
ID3D11DeviceContext *m_pDeviceContext;
|
||||
IDXGISwapChain *m_pSwapChain;
|
||||
ID3D11RenderTargetView *renderTargetView;
|
||||
ID3D11RenderTargetView *renderTargetViews[4];
|
||||
ID3D11ShaderResourceView *renderTargetShaderResourceView;
|
||||
ID3D11ShaderResourceView *renderTargetShaderResourceViews[4];
|
||||
ID3D11Texture2D *renderTargetTextures[4];
|
||||
ID3D11DepthStencilView *depthStencilView;
|
||||
ID3D11VertexShader **vertexShaderTable;
|
||||
ID3D11VertexShader *screenSpaceVertexShader;
|
||||
ID3D11VertexShader *screenClearVertexShader;
|
||||
ID3D11PixelShader **pixelShaderTable;
|
||||
ID3D11PixelShader *screenSpacePixelShader;
|
||||
ID3D11PixelShader *screenClearPixelShader;
|
||||
unsigned int *vertexStrideTable;
|
||||
ID3D11InputLayout **inputLayoutTable;
|
||||
ID3D11Buffer *quadIndexBuffer;
|
||||
ID3D11Buffer *fanIndexBuffer;
|
||||
DWORD defaultTextureIndex;
|
||||
WORD reservedRendererWord0;
|
||||
BYTE paddingAfterRendererWord0[2];
|
||||
DWORD presentCount;
|
||||
BYTE rendererFlag0;
|
||||
BYTE paddingAfterRendererFlag0[3];
|
||||
_RTL_CRITICAL_SECTION rtl_critical_section100;
|
||||
DWORD activeVertexType;
|
||||
DWORD activePixelType;
|
||||
C4JRender::eViewportType m_ViewportType;
|
||||
BYTE reservedRendererByte0;
|
||||
BYTE paddingAfterViewportType[3];
|
||||
Renderer::Texture m_textures[512];
|
||||
DWORD backBufferWidth;
|
||||
DWORD backBufferHeight;
|
||||
BYTE reservedRendererByte1;
|
||||
BYTE paddingAfterRendererByte1[3];
|
||||
DWORD reservedRendererDword1;
|
||||
void *reservedRendererPtr2;
|
||||
void *reservedRendererPtr3;
|
||||
uint64_t reservedRendererPtr1;
|
||||
void *reservedRendererPtr4;
|
||||
void *reservedRendererPtr5;
|
||||
void *reservedRendererPtr6;
|
||||
DWORD reservedRendererDword2;
|
||||
DWORD reservedRendererDword3;
|
||||
std::unordered_map<int, ID3D11BlendState *> managedBlendStates;
|
||||
std::unordered_map<int, ID3D11DepthStencilState *> managedDepthStencilStates;
|
||||
std::unordered_map<int, ID3D11SamplerState *> managedSamplerStates;
|
||||
std::unordered_map<int, ID3D11RasterizerState *> managedRasterizerStates;
|
||||
BYTE shouldScreenGrabNextFrame;
|
||||
BYTE suspended;
|
||||
BYTE paddingAfterSuspendState[2];
|
||||
};
|
||||
|
||||
// Singleton
|
||||
|
||||
Reference in New Issue
Block a user