Rename AttributeUsage enum to AttribUsage

as to not shadow [AttributeUsage]
This commit is contained in:
YoshiRulz 2021-02-13 23:11:52 +10:00
parent dc3bd050da
commit 34cb598fe2
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GPG Key ID: C4DE31C245353FB7
6 changed files with 17 additions and 17 deletions

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@ -1,6 +1,6 @@
namespace BizHawk.Bizware.BizwareGL
{
public enum AttributeUsage
public enum AttribUsage
{
Unspecified,
Position,

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@ -24,9 +24,9 @@ namespace BizHawk.Bizware.BizwareGL
Owner = owner;
VertexLayout = owner.CreateVertexLayout();
VertexLayout.DefineVertexAttribute("aPosition", 0, 2, VertexAttribPointerType.Float, AttributeUsage.Position, false, 32, 0);
VertexLayout.DefineVertexAttribute("aTexcoord", 1, 2, VertexAttribPointerType.Float, AttributeUsage.Texcoord0, false, 32, 8);
VertexLayout.DefineVertexAttribute("aColor", 2, 4, VertexAttribPointerType.Float, AttributeUsage.Texcoord1, false, 32, 16);
VertexLayout.DefineVertexAttribute("aPosition", 0, 2, VertexAttribPointerType.Float, AttribUsage.Position, false, 32, 0);
VertexLayout.DefineVertexAttribute("aTexcoord", 1, 2, VertexAttribPointerType.Float, AttribUsage.Texcoord0, false, 32, 8);
VertexLayout.DefineVertexAttribute("aColor", 2, 4, VertexAttribPointerType.Float, AttribUsage.Texcoord1, false, 32, 16);
VertexLayout.Close();
_Projection = new MatrixStack();

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@ -18,9 +18,9 @@ namespace BizHawk.Bizware.BizwareGL
Owner = owner;
VertexLayout = owner.CreateVertexLayout();
VertexLayout.DefineVertexAttribute("position", 0, 4, VertexAttribPointerType.Float, AttributeUsage.Position, false, 40, 0);
VertexLayout.DefineVertexAttribute("color", 1, 4, VertexAttribPointerType.Float, AttributeUsage.Color0, false, 40, 16); //just dead weight, i have no idea why this is here. but some old HLSL compilers (used in bizhawk for various reasons) will want it to exist here since it exists in the vertex shader
VertexLayout.DefineVertexAttribute("tex", 2, 2, VertexAttribPointerType.Float, AttributeUsage.Texcoord0, false, 40, 32);
VertexLayout.DefineVertexAttribute("position", 0, 4, VertexAttribPointerType.Float, AttribUsage.Position, false, 40, 0);
VertexLayout.DefineVertexAttribute("color", 1, 4, VertexAttribPointerType.Float, AttribUsage.Color0, false, 40, 16); //just dead weight, i have no idea why this is here. but some old HLSL compilers (used in bizhawk for various reasons) will want it to exist here since it exists in the vertex shader
VertexLayout.DefineVertexAttribute("tex", 2, 2, VertexAttribPointerType.Float, AttribUsage.Texcoord0, false, 40, 32);
VertexLayout.Close();
string defines = "";

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@ -42,7 +42,7 @@ namespace BizHawk.Bizware.BizwareGL
}
/// <exception cref="InvalidOperationException">already closed (by call to <see cref="Close"/>)</exception>
public void DefineVertexAttribute(string name, int index, int components, VertexAttribPointerType attribType, AttributeUsage usage, bool normalized, int stride, int offset = 0)
public void DefineVertexAttribute(string name, int index, int components, VertexAttribPointerType attribType, AttribUsage usage, bool normalized, int stride, int offset = 0)
{
if (Closed)
throw new InvalidOperationException("Type is Closed and is now immutable.");
@ -65,7 +65,7 @@ namespace BizHawk.Bizware.BizwareGL
public bool Normalized { get; internal set; }
public int Stride { get; internal set; }
public int Offset { get; internal set; }
public AttributeUsage Usage { get; internal set; }
public AttribUsage Usage { get; internal set; }
}
public class MyDictionary : WorkingDictionary<int, LayoutItem>

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@ -367,17 +367,17 @@ namespace BizHawk.Bizware.DirectX
byte usageIndex = 0;
switch(item.Usage)
{
case AttributeUsage.Position:
case AttribUsage.Position:
usage = DeclarationUsage.Position;
break;
case AttributeUsage.Texcoord0:
case AttribUsage.Texcoord0:
usage = DeclarationUsage.TextureCoordinate;
break;
case AttributeUsage.Texcoord1:
case AttribUsage.Texcoord1:
usage = DeclarationUsage.TextureCoordinate;
usageIndex = 1;
break;
case AttributeUsage.Color0:
case AttribUsage.Color0:
usage = DeclarationUsage.Color;
break;
default:

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@ -758,22 +758,22 @@ namespace BizHawk.Client.EmuHawk
//comment SNACKPANTS
switch (kvp.Value.Usage)
{
case AttributeUsage.Position:
case AttribUsage.Position:
GL.EnableClientState(ArrayCap.VertexArray);
GL.VertexPointer(kvp.Value.Components,VertexPointerType.Float,kvp.Value.Stride,new IntPtr(pData) + kvp.Value.Offset);
break;
case AttributeUsage.Texcoord0:
case AttribUsage.Texcoord0:
GL.ClientActiveTexture(TextureUnit.Texture0);
GL.EnableClientState(ArrayCap.TextureCoordArray);
GL.TexCoordPointer(kvp.Value.Components, TexCoordPointerType.Float, kvp.Value.Stride, new IntPtr(pData) + kvp.Value.Offset);
break;
case AttributeUsage.Texcoord1:
case AttribUsage.Texcoord1:
GL.ClientActiveTexture(TextureUnit.Texture1);
GL.EnableClientState(ArrayCap.TextureCoordArray);
GL.TexCoordPointer(kvp.Value.Components, TexCoordPointerType.Float, kvp.Value.Stride, new IntPtr(pData) + kvp.Value.Offset);
GL.ClientActiveTexture(TextureUnit.Texture0);
break;
case AttributeUsage.Color0:
case AttribUsage.Color0:
break;
}
}