just code indentation

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4280 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard 2009-09-15 21:25:34 +00:00
parent ef6e574ea1
commit 3117bde5fb
3 changed files with 536 additions and 524 deletions

View File

@ -89,8 +89,8 @@ void EnableAlphaToCoverage()
D3D::SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('A', 'T', 'O', 'C'));
}
void InitPP(int adapter, int f, int aa_mode, D3DPRESENT_PARAMETERS *pp)
{
void InitPP(int adapter, int f, int aa_mode, D3DPRESENT_PARAMETERS *pp)
{
int FSResX = adapters[adapter].resolutions[resolution].xres;
int FSResY = adapters[adapter].resolutions[resolution].yres;
@ -129,10 +129,10 @@ void EnableAlphaToCoverage()
pp->PresentationInterval = g_Config.bVSync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE;
pp->Windowed = TRUE;
}
}
}
void Enumerate()
{
void Enumerate()
{
numAdapters = D3D::D3D->GetAdapterCount();
for (int i = 0; i < std::min(MAX_ADAPTERS, numAdapters); i++)
{
@ -219,10 +219,10 @@ void EnableAlphaToCoverage()
}
}
}
}
}
HRESULT Create(int adapter, HWND wnd, bool _fullscreen, int _resolution, int aa_mode, bool auto_depth)
{
HRESULT Create(int adapter, HWND wnd, bool _fullscreen, int _resolution, int aa_mode, bool auto_depth)
{
hWnd = wnd;
fullScreen = _fullscreen;
nextFullScreen = _fullscreen;
@ -267,13 +267,13 @@ void EnableAlphaToCoverage()
// Device state would normally be set here
return S_OK;
}
}
void Close()
{
void Close()
{
dev->Release();
dev = 0;
}
}
const D3DCAPS9 &GetCaps()
{
@ -318,10 +318,12 @@ void ShowD3DError(HRESULT err)
}
}
void Reset()
{
void Reset()
{
if (dev)
{
ForgetCachedState();
// Can't keep a pointer around to the backbuffer surface when resetting.
if (back_buffer_z)
back_buffer_z->Release();
@ -338,30 +340,30 @@ void ShowD3DError(HRESULT err)
if (dev->GetDepthStencilSurface(&back_buffer_z) == D3DERR_NOTFOUND)
back_buffer_z = NULL;
}
}
}
bool IsFullscreen()
{
bool IsFullscreen()
{
return fullScreen;
}
}
int GetBackBufferWidth()
{
int GetBackBufferWidth()
{
return xres;
}
}
int GetBackBufferHeight()
{
int GetBackBufferHeight()
{
return yres;
}
}
void SwitchFullscreen(bool fullscreen)
{
void SwitchFullscreen(bool fullscreen)
{
nextFullScreen = fullscreen;
}
}
bool BeginFrame()
{
bool BeginFrame()
{
if (bFrameInProgress)
{
PanicAlert("BeginFrame WTF");
@ -375,10 +377,10 @@ void ShowD3DError(HRESULT err)
}
else
return false;
}
}
void EndFrame()
{
void EndFrame()
{
if (!bFrameInProgress)
{
PanicAlert("EndFrame WTF");
@ -397,7 +399,15 @@ void ShowD3DError(HRESULT err)
fullScreen = nextFullScreen;
Reset();
}
}
}
void ForgetCachedState()
{
memset(m_Textures, 0, sizeof(m_Textures));
memset(m_RenderStates, 0xFF, sizeof(m_RenderStates));
memset(m_TextureStageStates, 0xFF, sizeof(m_TextureStageStates));
memset(m_SamplerStates, 0xFF, sizeof(m_SamplerStates));
}
void SetTexture(DWORD Stage, LPDIRECT3DBASETEXTURE9 pTexture)
{

View File

@ -57,6 +57,7 @@ void SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture);
void SetRenderState(D3DRENDERSTATETYPE State, DWORD Value);
void SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value);
void SetSamplerState(DWORD Sampler, D3DSAMPLERSTATETYPE Type, DWORD Value);
void ForgetCachedState();
// Utility functions for vendor specific hacks. So far, just the one.
void EnableAlphaToCoverage();

View File

@ -23,34 +23,35 @@
namespace D3D
{
CD3DFont font;
CD3DFont font;
#define MAX_NUM_VERTICES 50*6
struct FONT2DVERTEX {
struct FONT2DVERTEX {
float x,y,z;
float rhw;
u32 color;
float tu, tv;
};
};
#define D3DFVF_FONT2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#define D3DFVF_FONT3DVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_NORMAL|D3DFVF_TEX1)
inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv)
{
inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, float tv)
{
FONT2DVERTEX v; v.x=x; v.y=y; v.z=0; v.rhw=1.0f; v.color = color; v.tu = tu; v.tv = tv;
return v;
}
}
CD3DFont::CD3DFont()
{
CD3DFont::CD3DFont()
{
m_pTexture = NULL;
m_pVB = NULL;
}
enum {m_dwTexWidth = 512, m_dwTexHeight = 512};
}
int CD3DFont::Init()
{
enum {m_dwTexWidth = 512, m_dwTexHeight = 512};
int CD3DFont::Init()
{
// Create vertex buffer for the letters
HRESULT hr;
if (FAILED(hr = dev->CreateVertexBuffer(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX),
@ -155,45 +156,45 @@ namespace D3D
DeleteObject(hFont);
return S_OK;
}
}
int CD3DFont::Shutdown()
{
int CD3DFont::Shutdown()
{
m_pVB->Release();
m_pVB = NULL;
m_pTexture->Release();
m_pTexture = NULL;
return S_OK;
}
}
const int RS[6][2] =
{
const int RS[6][2] =
{
{D3DRS_ALPHABLENDENABLE, TRUE},
{D3DRS_SRCBLEND, D3DBLEND_SRCALPHA},
{D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA},
{D3DRS_CULLMODE, D3DCULL_NONE},
{D3DRS_ZENABLE, FALSE},
{D3DRS_FOGENABLE, FALSE},
};
const int TS[6][2] =
{
};
const int TS[6][2] =
{
{D3DTSS_COLOROP, D3DTOP_MODULATE},
{D3DTSS_COLORARG1, D3DTA_TEXTURE},
{D3DTSS_COLORARG2, D3DTA_DIFFUSE },
{D3DTSS_ALPHAOP, D3DTOP_MODULATE },
{D3DTSS_ALPHAARG1, D3DTA_TEXTURE },
{D3DTSS_ALPHAARG2, D3DTA_DIFFUSE },
};
};
static DWORD RS_old[6];
static DWORD TS_old[6];
static LPDIRECT3DBASETEXTURE9 texture_old;
static LPDIRECT3DPIXELSHADER9 ps_old;
static LPDIRECT3DVERTEXSHADER9 vs_old;
static DWORD RS_old[6];
static DWORD TS_old[6];
static LPDIRECT3DBASETEXTURE9 texture_old;
static LPDIRECT3DPIXELSHADER9 ps_old;
static LPDIRECT3DVERTEXSHADER9 vs_old;
void SaveRenderStates()
{
void SaveRenderStates()
{
// TODO: Get rid of these Gets so we can potentially switch to Pure Device
for (int i = 0; i < 6; i++)
{
@ -203,10 +204,10 @@ namespace D3D
dev->GetTexture(0, &texture_old);
dev->GetPixelShader(&ps_old);
dev->GetVertexShader(&vs_old);
}
}
void RestoreRenderStates()
{
void RestoreRenderStates()
{
D3D::SetTexture(0, texture_old);
dev->SetPixelShader(ps_old);
@ -217,10 +218,10 @@ namespace D3D
D3D::SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS_old[i]);
D3D::SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS_old[i]);
}
}
}
void CD3DFont::SetRenderStates()
{
void CD3DFont::SetRenderStates()
{
D3D::SetTexture(0, m_pTexture);
dev->SetPixelShader(0);
@ -233,11 +234,11 @@ namespace D3D
D3D::SetRenderState((_D3DRENDERSTATETYPE)RS[i][0], RS[i][1]);
D3D::SetTextureStageState(0, (_D3DTEXTURESTAGESTATETYPE)int(TS[i][0]), TS[i][1]);
}
}
}
int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, float spacing, u32 dwColor, const char* strText, bool center)
{
int CD3DFont::DrawTextScaled(float x, float y, float fXScale, float fYScale, float spacing, u32 dwColor, const char* strText, bool center)
{
if (!m_pVB)
return 0;
@ -350,10 +351,10 @@ namespace D3D
dev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, dwNumTriangles);
RestoreRenderStates();
return S_OK;
}
}
void quad2d(float x1, float y1, float x2, float y2, u32 color, float u1, float v1, float u2, float v2)
{
void quad2d(float x1, float y1, float x2, float y2, u32 color, float u1, float v1, float u2, float v2)
{
SaveRenderStates();
struct Q2DVertex { float x,y,z,rhw; u32 color; float u, v; } coords[4] = {
{x1-0.5f, y1-0.5f, 0, 1, color, u1, v1},
@ -369,6 +370,6 @@ namespace D3D
dev->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, coords, sizeof(Q2DVertex));
RestoreRenderStates();
}
}
} // namespace