D3D: Fixed StateManager member function name case
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80459c52e9
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@ -110,7 +110,7 @@ public:
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void PopDepthState();
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void PopRasterizerState();
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void setTexture(u32 index, ID3D11ShaderResourceView* texture)
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void SetTexture(u32 index, ID3D11ShaderResourceView* texture)
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{
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if (m_current.textures[index] != texture)
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{
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@ -119,7 +119,7 @@ public:
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}
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}
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void setSampler(u32 index, ID3D11SamplerState* sampler)
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void SetSampler(u32 index, ID3D11SamplerState* sampler)
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{
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if (m_current.samplers[index] != sampler)
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{
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@ -128,7 +128,7 @@ public:
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}
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}
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void setPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
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void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
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{
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if (m_current.pixelConstants[0] != buffer0)
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{
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@ -143,7 +143,7 @@ public:
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}
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}
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void setVertexConstants(ID3D11Buffer* buffer)
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void SetVertexConstants(ID3D11Buffer* buffer)
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{
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if (m_current.vertexConstants != buffer)
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{
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@ -152,7 +152,7 @@ public:
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}
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}
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void setGeometryConstants(ID3D11Buffer* buffer)
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void SetGeometryConstants(ID3D11Buffer* buffer)
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{
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if (m_current.geometryConstants != buffer)
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{
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@ -161,7 +161,7 @@ public:
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}
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}
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void setVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
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void SetVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
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{
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if (m_current.vertexBuffer != buffer ||
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m_current.vertexBufferStride != stride ||
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@ -174,7 +174,7 @@ public:
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}
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}
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void setIndexBuffer(ID3D11Buffer* buffer)
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void SetIndexBuffer(ID3D11Buffer* buffer)
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{
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if (m_current.indexBuffer != buffer)
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{
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@ -183,7 +183,7 @@ public:
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}
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}
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void setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
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void SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
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{
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if (m_current.topology != topology)
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{
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@ -192,7 +192,7 @@ public:
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}
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}
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void setInputLayout(ID3D11InputLayout* layout)
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void SetInputLayout(ID3D11InputLayout* layout)
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{
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if (m_current.inputLayout != layout)
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{
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@ -201,7 +201,7 @@ public:
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}
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}
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void setPixelShader(ID3D11PixelShader* shader)
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void SetPixelShader(ID3D11PixelShader* shader)
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{
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if (m_current.pixelShader != shader)
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{
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@ -210,13 +210,13 @@ public:
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}
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}
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void setPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount)
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void SetPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount)
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{
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D3D::context->PSSetShader(shader, classInstances, classInstancesCount);
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m_pending.pixelShader = shader;
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}
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void setVertexShader(ID3D11VertexShader* shader)
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void SetVertexShader(ID3D11VertexShader* shader)
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{
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if (m_current.vertexShader != shader)
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{
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@ -225,7 +225,7 @@ public:
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}
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}
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void setGeometryShader(ID3D11GeometryShader* shader)
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void SetGeometryShader(ID3D11GeometryShader* shader)
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{
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if (m_current.geometryShader != shader)
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{
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@ -347,12 +347,12 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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D3D::stateman->PushBlendState(m_blendstate);
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D3D::stateman->PushRasterizerState(m_raststate);
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D3D::stateman->setPixelShader(m_pshader);
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D3D::stateman->setVertexShader(m_vshader);
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D3D::stateman->SetPixelShader(m_pshader);
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D3D::stateman->SetVertexShader(m_vshader);
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D3D::stateman->setInputLayout(m_InputLayout);
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D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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D3D::stateman->setTexture(0, m_pTexture);
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D3D::stateman->SetInputLayout(m_InputLayout);
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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D3D::stateman->SetTexture(0, m_pTexture);
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float fStartX = sx;
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for (char c : text)
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@ -391,7 +391,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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{
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context->Unmap(m_pVB, 0);
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D3D::stateman->setVertexBuffer(m_pVB, stride, bufoffset);
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D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
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D3D::stateman->Apply();
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D3D::context->Draw(3 * dwNumTriangles, 0);
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@ -409,7 +409,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
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context->Unmap(m_pVB, 0);
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if (dwNumTriangles > 0)
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{
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D3D::stateman->setVertexBuffer(m_pVB, stride, bufoffset);
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D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
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D3D::stateman->Apply();
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D3D::context->Draw(3 * dwNumTriangles, 0);
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@ -497,12 +497,12 @@ void ShutdownUtils()
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void SetPointCopySampler()
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{
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D3D::stateman->setSampler(0, point_copy_sampler);
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D3D::stateman->SetSampler(0, point_copy_sampler);
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}
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void SetLinearCopySampler()
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{
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D3D::stateman->setSampler(0, linear_copy_sampler);
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D3D::stateman->SetSampler(0, linear_copy_sampler);
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}
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void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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@ -546,17 +546,17 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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UINT stride = sizeof(STQVertex);
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UINT offset = 0;
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D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::stateman->setInputLayout(layout);
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D3D::stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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D3D::stateman->setPixelShader(PShader);
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D3D::stateman->setTexture(0, texture);
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D3D::stateman->setVertexShader(Vshader);
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::stateman->SetInputLayout(layout);
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D3D::stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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D3D::stateman->SetPixelShader(PShader);
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D3D::stateman->SetTexture(0, texture);
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D3D::stateman->SetVertexShader(Vshader);
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D3D::stateman->Apply();
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D3D::context->Draw(4, stq_offset);
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D3D::stateman->setTexture(0, nullptr); // immediately unbind the texture
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D3D::stateman->SetTexture(0, nullptr); // immediately unbind the texture
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D3D::stateman->Apply();
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}
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@ -604,17 +604,17 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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UINT stride = sizeof(STSQVertex);
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UINT offset = 0;
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stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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stateman->setInputLayout(layout);
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stateman->setTexture(0, texture);
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stateman->setPixelShader(PShader);
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stateman->setVertexShader(Vshader);
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stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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stateman->SetInputLayout(layout);
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stateman->SetTexture(0, texture);
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stateman->SetPixelShader(PShader);
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stateman->SetVertexShader(Vshader);
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stateman->Apply();
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context->Draw(4, stsq_offset);
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stateman->setTexture(0, nullptr); // immediately unbind the texture
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stateman->SetTexture(0, nullptr); // immediately unbind the texture
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stateman->Apply();
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}
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@ -644,14 +644,14 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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draw_quad_data.col = Color;
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}
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stateman->setVertexShader(VertexShaderCache::GetClearVertexShader());
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stateman->setPixelShader(PixelShaderCache::GetClearProgram());
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stateman->setInputLayout(VertexShaderCache::GetClearInputLayout());
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stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
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stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
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stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
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UINT stride = sizeof(ColVertex);
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UINT offset = 0;
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stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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stateman->Apply();
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context->Draw(4, cq_offset);
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@ -675,14 +675,14 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
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clear_quad_data.z = z;
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}
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stateman->setVertexShader(Vshader);
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stateman->setPixelShader(PShader);
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stateman->setInputLayout(layout);
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stateman->SetVertexShader(Vshader);
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stateman->SetPixelShader(PShader);
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stateman->SetInputLayout(layout);
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UINT stride = sizeof(ClearVertex);
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UINT offset = 0;
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stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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stateman->Apply();
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context->Draw(4, clearq_offset);
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@ -224,8 +224,8 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
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DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
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lineWidth, texOffset, vpWidth, vpHeight);
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D3D::stateman->setGeometryShader(shaderIt->second);
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D3D::stateman->setGeometryConstants(m_paramsBuffer);
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D3D::stateman->SetGeometryShader(shaderIt->second);
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D3D::stateman->SetGeometryConstants(m_paramsBuffer);
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return true;
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}
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@ -138,7 +138,7 @@ void D3DVertexFormat::SetupVertexPointers()
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if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
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}
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DX11::D3D::stateman->setInputLayout(m_layout);
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DX11::D3D::stateman->SetInputLayout(m_layout);
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}
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} // namespace DX11
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@ -1083,7 +1083,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
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#endif
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{
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D3D::stateman->setVertexShader(m_vShader);
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D3D::stateman->SetVertexShader(m_vShader);
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D3D::stateman->PushBlendState(m_efbEncodeBlendState);
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D3D::stateman->PushDepthState(m_efbEncodeDepthState);
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@ -1092,11 +1092,11 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2), FLOAT(numBlocksY));
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D3D::context->RSSetViewports(1, &vp);
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D3D::stateman->setInputLayout(m_quadLayout);
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D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::stateman->SetInputLayout(m_quadLayout);
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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UINT stride = sizeof(QuadVertex);
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UINT offset = 0;
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D3D::stateman->setVertexBuffer(m_quad, stride, offset);
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D3D::stateman->SetVertexBuffer(m_quad, stride, offset);
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EFBRectangle fullSrcRect;
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fullSrcRect.left = 0;
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@ -1125,10 +1125,10 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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// expecting the blurred edges around multisampled shapes.
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FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
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D3D::stateman->setVertexConstants(m_encodeParams);
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D3D::stateman->setPixelConstants(m_encodeParams);
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D3D::stateman->setTexture(0, pEFB);
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D3D::stateman->setSampler(0, m_efbSampler);
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D3D::stateman->SetVertexConstants(m_encodeParams);
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D3D::stateman->SetPixelConstants(m_encodeParams);
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D3D::stateman->SetTexture(0, pEFB);
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D3D::stateman->SetSampler(0, m_efbSampler);
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// Encode!
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@ -1144,13 +1144,13 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
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D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
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D3D::stateman->setSampler(0, nullptr);
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D3D::stateman->setTexture(0, nullptr);
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D3D::stateman->setPixelConstants(nullptr);
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D3D::stateman->setVertexConstants(nullptr);
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D3D::stateman->SetSampler(0, nullptr);
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D3D::stateman->SetTexture(0, nullptr);
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D3D::stateman->SetPixelConstants(nullptr);
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D3D::stateman->SetVertexConstants(nullptr);
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D3D::stateman->setPixelShader(nullptr);
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D3D::stateman->setVertexBuffer(nullptr, 0, 0);
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D3D::stateman->SetPixelShader(nullptr);
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D3D::stateman->SetVertexBuffer(nullptr, 0, 0);
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D3D::stateman->PopRasterizerState();
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D3D::stateman->PopDepthState();
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@ -1272,7 +1272,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelF
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{
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if (it->second)
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{
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D3D::stateman->setPixelShader(it->second);
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D3D::stateman->SetPixelShader(it->second);
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return true;
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}
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else
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@ -1432,7 +1432,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
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if (m_generatorSlot != UINT(-1))
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m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];
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D3D::stateman->setPixelShaderDynamic(m_dynamicShader,
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D3D::stateman->SetPixelShaderDynamic(m_dynamicShader,
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m_linkageArray.empty() ? nullptr : &m_linkageArray[0],
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(UINT)m_linkageArray.size());
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@ -218,8 +218,8 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
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DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
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pointSize, texOffset, vpWidth, vpHeight);
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D3D::stateman->setGeometryShader(shaderIt->second);
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D3D::stateman->setGeometryConstants(m_paramsBuffer);
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D3D::stateman->SetGeometryShader(shaderIt->second);
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D3D::stateman->SetGeometryConstants(m_paramsBuffer);
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return true;
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}
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@ -356,7 +356,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
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D3D::context->RSSetViewports(1, &vp);
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D3D::stateman->setPixelConstants(0, access_efb_cbuf);
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D3D::stateman->SetPixelConstants(0, access_efb_cbuf);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr);
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
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@ -1010,7 +1010,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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{
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// TODO: cache SamplerState directly, not d3d object
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gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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D3D::stateman->setSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
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D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
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}
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if (bUseDstAlpha)
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@ -1023,11 +1023,11 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
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ID3D11Buffer* pixelConstants = PixelShaderCache::GetConstantBuffer();
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D3D::stateman->setPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
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D3D::stateman->setVertexConstants(vertexConstants);
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D3D::stateman->SetPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
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D3D::stateman->SetVertexConstants(vertexConstants);
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|
||||
D3D::stateman->setPixelShader(PixelShaderCache::GetActiveShader());
|
||||
D3D::stateman->setVertexShader(VertexShaderCache::GetActiveShader());
|
||||
D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader());
|
||||
D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader());
|
||||
}
|
||||
|
||||
void Renderer::RestoreState()
|
||||
|
|
|
@ -151,7 +151,7 @@ void Television::Render()
|
|||
MathUtil::Rectangle<int> sourceRc(0, 0, int(m_curWidth), int(m_curHeight));
|
||||
MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f);
|
||||
|
||||
D3D::stateman->setSampler(0, m_samplerState);
|
||||
D3D::stateman->SetSampler(0, m_samplerState);
|
||||
|
||||
D3D::drawShadedTexSubQuad(
|
||||
m_yuyvTextureSRV, &sourceRc,
|
||||
|
|
|
@ -30,7 +30,7 @@ TextureCache::TCacheEntry::~TCacheEntry()
|
|||
|
||||
void TextureCache::TCacheEntry::Bind(unsigned int stage)
|
||||
{
|
||||
D3D::stateman->setTexture(stage, texture->GetSRV());
|
||||
D3D::stateman->SetTexture(stage, texture->GetSRV());
|
||||
}
|
||||
|
||||
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
|
||||
|
@ -144,7 +144,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
|||
CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid);
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
|
||||
}
|
||||
D3D::stateman->setPixelConstants(efbcopycbuf[cbufid]);
|
||||
D3D::stateman->SetPixelConstants(efbcopycbuf[cbufid]);
|
||||
|
||||
const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
|
||||
// TODO: try targetSource.asRECT();
|
||||
|
|
|
@ -128,15 +128,15 @@ void VertexManager::Draw(u32 stride)
|
|||
u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
|
||||
u32 indices = IndexGenerator::GetIndexLen();
|
||||
|
||||
D3D::stateman->setVertexBuffer(m_buffers[m_currentBuffer], stride, 0);
|
||||
D3D::stateman->setIndexBuffer(m_buffers[m_currentBuffer]);
|
||||
D3D::stateman->SetVertexBuffer(m_buffers[m_currentBuffer], stride, 0);
|
||||
D3D::stateman->SetIndexBuffer(m_buffers[m_currentBuffer]);
|
||||
|
||||
u32 baseVertex = m_vertexDrawOffset / stride;
|
||||
u32 startIndex = m_indexDrawOffset / sizeof(u16);
|
||||
|
||||
if (current_primitive_type == PRIMITIVE_TRIANGLES)
|
||||
{
|
||||
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
|
||||
D3D::stateman->Apply();
|
||||
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
|
||||
|
@ -158,14 +158,14 @@ void VertexManager::Draw(u32 stride)
|
|||
if (m_lineShader.SetShader(components, lineWidth,
|
||||
texOffset, vpWidth, vpHeight, texOffsetEnable))
|
||||
{
|
||||
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
|
||||
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
|
||||
|
||||
D3D::stateman->Apply();
|
||||
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
|
||||
|
||||
INCSTAT(stats.thisFrame.numDrawCalls);
|
||||
|
||||
D3D::stateman->setGeometryShader(nullptr);
|
||||
D3D::stateman->SetGeometryShader(nullptr);
|
||||
}
|
||||
}
|
||||
else //if (current_primitive_type == PRIMITIVE_POINTS)
|
||||
|
@ -183,14 +183,14 @@ void VertexManager::Draw(u32 stride)
|
|||
if (m_pointShader.SetShader(components, pointSize,
|
||||
texOffset, vpWidth, vpHeight, texOffsetEnable))
|
||||
{
|
||||
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
|
||||
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
|
||||
|
||||
D3D::stateman->Apply();
|
||||
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
|
||||
|
||||
INCSTAT(stats.thisFrame.numDrawCalls);
|
||||
|
||||
D3D::stateman->setGeometryShader(nullptr);
|
||||
D3D::stateman->SetGeometryShader(nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -280,8 +280,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
|
|||
|
||||
// Set up all the state for XFB encoding
|
||||
|
||||
D3D::stateman->setPixelShader(m_pShader);
|
||||
D3D::stateman->setVertexShader(m_vShader);
|
||||
D3D::stateman->SetPixelShader(m_pShader);
|
||||
D3D::stateman->SetVertexShader(m_vShader);
|
||||
|
||||
D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
|
||||
D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
|
||||
|
@ -290,11 +290,11 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
|
|||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height));
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
|
||||
D3D::stateman->setInputLayout(m_quadLayout);
|
||||
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
D3D::stateman->SetInputLayout(m_quadLayout);
|
||||
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
UINT stride = sizeof(QuadVertex);
|
||||
UINT offset = 0;
|
||||
D3D::stateman->setVertexBuffer(m_quad, stride, offset);
|
||||
D3D::stateman->SetVertexBuffer(m_quad, stride, offset);
|
||||
|
||||
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
|
||||
|
||||
|
@ -312,10 +312,10 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
|
|||
|
||||
ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
|
||||
|
||||
D3D::stateman->setVertexConstants(m_encodeParams);
|
||||
D3D::stateman->setPixelConstants(m_encodeParams);
|
||||
D3D::stateman->setTexture(0, pEFB);
|
||||
D3D::stateman->setSampler(0, m_efbSampler);
|
||||
D3D::stateman->SetVertexConstants(m_encodeParams);
|
||||
D3D::stateman->SetPixelConstants(m_encodeParams);
|
||||
D3D::stateman->SetTexture(0, pEFB);
|
||||
D3D::stateman->SetSampler(0, m_efbSampler);
|
||||
|
||||
// Encode!
|
||||
|
||||
|
@ -331,13 +331,13 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
|
|||
|
||||
D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
|
||||
|
||||
D3D::stateman->setSampler(0, nullptr);
|
||||
D3D::stateman->setTexture(0, nullptr);
|
||||
D3D::stateman->setPixelConstants(nullptr);
|
||||
D3D::stateman->setVertexConstants(nullptr);
|
||||
D3D::stateman->SetSampler(0, nullptr);
|
||||
D3D::stateman->SetTexture(0, nullptr);
|
||||
D3D::stateman->SetPixelConstants(nullptr);
|
||||
D3D::stateman->SetVertexConstants(nullptr);
|
||||
|
||||
D3D::stateman->setPixelShader(nullptr);
|
||||
D3D::stateman->setVertexShader(nullptr);
|
||||
D3D::stateman->SetPixelShader(nullptr);
|
||||
D3D::stateman->SetVertexShader(nullptr);
|
||||
|
||||
D3D::stateman->PopRasterizerState();
|
||||
D3D::stateman->PopDepthState();
|
||||
|
|
Loading…
Reference in New Issue