Software: Fix function casing in SWRenderer

This commit is contained in:
Lioncash 2014-08-10 22:01:42 -04:00
parent f9f46f33d6
commit bcd10bfda6
4 changed files with 12 additions and 12 deletions

View File

@ -159,7 +159,7 @@ static void DumpEfb(const std::string& filename)
static void DumpColorTexture(const std::string& filename, u32 width, u32 height) static void DumpColorTexture(const std::string& filename, u32 width, u32 height)
{ {
TextureToPng(SWRenderer::getCurrentColorTexture(), width * 4, filename, width, height, true); TextureToPng(SWRenderer::GetCurrentColorTexture(), width * 4, filename, width, height, true);
} }
void DrawObjectBuffer(s16 x, s16 y, u8 *color, int bufferBase, int subBuffer, const char *name) void DrawObjectBuffer(s16 x, s16 y, u8 *color, int bufferBase, int subBuffer, const char *name)

View File

@ -45,12 +45,12 @@ namespace EfbCopy
else else
{ {
// Ask SWRenderer for the next color texture // Ask SWRenderer for the next color texture
u8 *colorTexture = SWRenderer::getNextColorTexture(); u8 *colorTexture = SWRenderer::GetNextColorTexture();
EfbInterface::BypassXFB(colorTexture, fbWidth, fbHeight, sourceRc, Gamma); EfbInterface::BypassXFB(colorTexture, fbWidth, fbHeight, sourceRc, Gamma);
// Tell SWRenderer we are now finished with it. // Tell SWRenderer we are now finished with it.
SWRenderer::swapColorTexture(); SWRenderer::SwapColorTexture();
// FifoPlayer is broken and never calls BeginFrame/EndFrame. // FifoPlayer is broken and never calls BeginFrame/EndFrame.
// Hence, we manually force a swap now. This emulates the behavior // Hence, we manually force a swap now. This emulates the behavior

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@ -153,17 +153,17 @@ void SWRenderer::DrawDebugText()
SWRenderer::RenderText(debugtext.c_str(), 20, 20, 0xFFFFFF00); SWRenderer::RenderText(debugtext.c_str(), 20, 20, 0xFFFFFF00);
} }
u8* SWRenderer::getNextColorTexture() u8* SWRenderer::GetNextColorTexture()
{ {
return s_xfbColorTexture[!s_currentColorTexture]; return s_xfbColorTexture[!s_currentColorTexture];
} }
u8* SWRenderer::getCurrentColorTexture() u8* SWRenderer::GetCurrentColorTexture()
{ {
return s_xfbColorTexture[s_currentColorTexture]; return s_xfbColorTexture[s_currentColorTexture];
} }
void SWRenderer::swapColorTexture() void SWRenderer::SwapColorTexture()
{ {
s_currentColorTexture = !s_currentColorTexture; s_currentColorTexture = !s_currentColorTexture;
} }
@ -177,7 +177,7 @@ void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidt
} }
u32 offset = 0; u32 offset = 0;
u8 *TexturePointer = getNextColorTexture(); u8 *TexturePointer = GetNextColorTexture();
for (u16 y = 0; y < fbHeight; y++) for (u16 y = 0; y < fbHeight; y++)
{ {
@ -203,7 +203,7 @@ void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidt
} }
xfb += fbWidth; xfb += fbWidth;
} }
swapColorTexture(); SwapColorTexture();
} }
// Called on the GPU thread // Called on the GPU thread
@ -211,7 +211,7 @@ void SWRenderer::Swap(u32 fbWidth, u32 fbHeight)
{ {
GLInterface->Update(); // just updates the render window position and the backbuffer size GLInterface->Update(); // just updates the render window position and the backbuffer size
if (!g_SWVideoConfig.bHwRasterizer) if (!g_SWVideoConfig.bHwRasterizer)
SWRenderer::DrawTexture(getCurrentColorTexture(), fbWidth, fbHeight); SWRenderer::DrawTexture(GetCurrentColorTexture(), fbWidth, fbHeight);
swstats.frameCount++; swstats.frameCount++;
SWRenderer::SwapBuffer(); SWRenderer::SwapBuffer();

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@ -18,9 +18,9 @@ namespace SWRenderer
void RenderText(const char* pstr, int left, int top, u32 color); void RenderText(const char* pstr, int left, int top, u32 color);
void DrawDebugText(); void DrawDebugText();
u8* getNextColorTexture(); u8* GetNextColorTexture();
u8* getCurrentColorTexture(); u8* GetCurrentColorTexture();
void swapColorTexture(); void SwapColorTexture();
void UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight); void UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight);
void DrawTexture(u8 *texture, int width, int height); void DrawTexture(u8 *texture, int width, int height);