chore: better name matching & add some definitions
fix: add asserts where they were missing
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@@ -13,37 +13,42 @@ DXGI_FORMAT Renderer::textureFormats[C4JRender::MAX_TEXTURE_FORMATS] = {
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int Renderer::TextureCreate()
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{
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for (int i = 0; i < 512; ++i)
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int i = 0;
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for (; ; i++)
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{
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Texture &texture = m_textures[i];
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if (!texture.allocated)
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assert(i < 512);
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if (!m_textures[i].allocated)
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{
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texture.texture = nullptr;
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texture.allocated = true;
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texture.mipLevels = 1;
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texture.samplerParams = 0;
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return i;
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break;
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}
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}
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return -1;
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m_textures[i].texture = nullptr;
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m_textures[i].allocated = true;
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m_textures[i].mipLevels = 1;
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m_textures[i].samplerParams = 0;
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return i;
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}
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void Renderer::TextureSetTextureLevels(int levels)
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{
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const int boundTextureIndex = this->getContext().boundTextureIndex;
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m_textures[boundTextureIndex].mipLevels = levels;
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const int textureIdx = this->getContext().textureIdx;
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assert(levels <= MAX_MIP_LEVELS);
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m_textures[textureIdx].mipLevels = levels;
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}
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int Renderer::TextureGetTextureLevels()
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{
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const int boundTextureIndex = this->getContext().boundTextureIndex;
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return m_textures[boundTextureIndex].mipLevels;
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const int textureIdx = this->getContext().textureIdx;
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return m_textures[textureIdx].mipLevels;
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}
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void Renderer::TextureSetParam(int param, int value)
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{
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Texture &texture = m_textures[this->getContext().boundTextureIndex];
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Texture &texture = m_textures[this->getContext().textureIdx];
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switch (param)
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{
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@@ -87,8 +92,12 @@ void Renderer::TextureDynamicUpdateEnd() {}
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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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Renderer::Context &context = this->getContext();
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Texture &texture = m_textures[context.boundTextureIndex];
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Renderer::Context &c = this->getContext();
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assert(m_textures[c.textureIdx].allocated);
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assert((level > 0) || (m_textures[c.textureIdx].texture == NULL));
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Texture &texture = m_textures[c.textureIdx];
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texture.textureFormat = format;
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if (level == 0)
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@@ -102,19 +111,24 @@ void Renderer::TextureData(int width, int height, void *data, int level, C4JRend
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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m_pDevice->CreateTexture2D(&desc, nullptr, &texture.texture);
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m_pDevice->CreateShaderResourceView(texture.texture, nullptr, &texture.view);
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HRESULT hr = 0;
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hr = m_pDevice->CreateTexture2D(&desc, nullptr, &texture.texture);
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assert(hr >= 0);
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hr = m_pDevice->CreateShaderResourceView(texture.texture, nullptr, &texture.view);
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assert(hr >= 0);
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}
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const UINT rowPitch = width * 4u;
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const UINT depthPitch = width * height * 4u;
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context.m_pDeviceContext->UpdateSubresource(texture.texture, level, nullptr, data, rowPitch, depthPitch);
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c.m_pDeviceContext->UpdateSubresource(texture.texture, level, nullptr, data, rowPitch, depthPitch);
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}
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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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Renderer::Context &context = this->getContext();
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Texture &texture = m_textures[context.boundTextureIndex];
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Renderer::Context &c = this->getContext();
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Texture &texture = m_textures[c.textureIdx];
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D3D11_BOX box = {};
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box.left = xoffset;
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@@ -129,7 +143,7 @@ void Renderer::TextureDataUpdate(int xoffset, int yoffset, int width, int height
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const UINT rowPitch = width * 4u;
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const UINT depthPitch = width * height * 4u;
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context.m_pDeviceContext->UpdateSubresource(texture.texture, level, &box, data, rowPitch, depthPitch);
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c.m_pDeviceContext->UpdateSubresource(texture.texture, level, &box, data, rowPitch, depthPitch);
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}
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void Renderer::TextureFree(int idx)
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@@ -168,16 +182,16 @@ void Renderer::TextureBind(int idx)
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textureIndex = defaultTextureIndex;
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}
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Renderer::Context &context = this->getContext();
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Renderer::Context &c = this->getContext();
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if (context.commandBuffer && context.commandBuffer->isActive)
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if (c.commandBuffer && c.commandBuffer->isActive)
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{
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context.commandBuffer->BindTexture(textureIndex);
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c.commandBuffer->BindTexture(textureIndex);
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}
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context.boundTextureIndex = textureIndex;
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c.textureIdx = textureIndex;
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ID3D11ShaderResourceView *const view = m_textures[textureIndex].view;
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context.m_pDeviceContext->PSSetShaderResources(0, 1, &view);
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c.m_pDeviceContext->PSSetShaderResources(0, 1, &view);
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this->UpdateTextureState(false);
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}
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@@ -189,26 +203,26 @@ void Renderer::TextureBindVertex(int idx)
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textureIndex = defaultTextureIndex;
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}
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Renderer::Context &context = this->getContext();
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context.boundTextureIndex = textureIndex;
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Renderer::Context &c = this->getContext();
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c.textureIdx = textureIndex;
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ID3D11ShaderResourceView *const view = m_textures[textureIndex].view;
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context.m_pDeviceContext->VSSetShaderResources(0, 1, &view);
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c.m_pDeviceContext->VSSetShaderResources(0, 1, &view);
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this->UpdateTextureState(true);
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}
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void Renderer::UpdateTextureState(bool vertexSampler)
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{
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Renderer::Context &context = this->getContext();
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Renderer::Context &c = this->getContext();
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ID3D11SamplerState *sampler = this->GetManagedSamplerState();
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if (vertexSampler)
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{
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context.m_pDeviceContext->VSSetSamplers(0, 1, &sampler);
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c.m_pDeviceContext->VSSetSamplers(0, 1, &sampler);
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}
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else
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{
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context.m_pDeviceContext->PSSetSamplers(0, 1, &sampler);
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c.m_pDeviceContext->PSSetSamplers(0, 1, &sampler);
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}
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}
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