From 445c28fe9775e8ba4a429d4889328628f08ea23e Mon Sep 17 00:00:00 2001 From: Gregory Hainaut Date: Fri, 15 May 2015 20:47:14 +0200 Subject: [PATCH] gsdx: sed/sr/sRect/ --- plugins/GSdx/GPURenderer.cpp | 6 ++--- plugins/GSdx/GSDevice.cpp | 16 +++++------ plugins/GSdx/GSDevice.h | 10 +++---- plugins/GSdx/GSDevice11.cpp | 48 ++++++++++++++++----------------- plugins/GSdx/GSDevice11.h | 12 ++++----- plugins/GSdx/GSDevice9.cpp | 48 ++++++++++++++++----------------- plugins/GSdx/GSDevice9.h | 12 ++++----- plugins/GSdx/GSDeviceNull.h | 2 +- plugins/GSdx/GSDeviceOGL.cpp | 46 +++++++++++++++---------------- plugins/GSdx/GSDeviceOGL.h | 12 ++++----- plugins/GSdx/GSDeviceSW.cpp | 28 +++++++++---------- plugins/GSdx/GSDeviceSW.h | 8 +++--- plugins/GSdx/GSRasterizer.cpp | 10 +++---- plugins/GSdx/GSTextureCache.cpp | 14 +++++----- 14 files changed, 136 insertions(+), 136 deletions(-) diff --git a/plugins/GSdx/GPURenderer.cpp b/plugins/GSdx/GPURenderer.cpp index 70062991c0..d97b5945df 100644 --- a/plugins/GSdx/GPURenderer.cpp +++ b/plugins/GSdx/GPURenderer.cpp @@ -113,13 +113,13 @@ bool GPURenderer::Merge() GSVector2i s = st[0]->GetSize(); - GSVector4 sr[2]; + GSVector4 sRect[2]; GSVector4 dr[2]; - sr[0] = GSVector4(0, 0, 1, 1); + sRect[0] = GSVector4(0, 0, 1, 1); dr[0] = GSVector4(0, 0, s.x, s.y); - m_dev->Merge(st, sr, dr, s, 1, 1, GSVector4(0, 0, 0, 1)); + m_dev->Merge(st, sRect, dr, s, 1, 1, GSVector4(0, 0, 0, 1)); if(m_shadeboost) { diff --git a/plugins/GSdx/GSDevice.cpp b/plugins/GSdx/GSDevice.cpp index 4b00d31d47..4b64298bf0 100644 --- a/plugins/GSdx/GSDevice.cpp +++ b/plugins/GSdx/GSDevice.cpp @@ -217,7 +217,7 @@ GSTexture* GSDevice::GetCurrent() return m_current; } -void GSDevice::Merge(GSTexture* sTex[2], GSVector4* sr, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c) +void GSDevice::Merge(GSTexture* sTex[2], GSVector4* sRect, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c) { if(m_merge == NULL || m_merge->GetSize() != fs) { @@ -244,7 +244,7 @@ void GSDevice::Merge(GSTexture* sTex[2], GSVector4* sr, GSVector4* dr, const GSV } } - DoMerge(tex, sr, m_merge, dr, slbg, mmod, c); + DoMerge(tex, sRect, m_merge, dr, slbg, mmod, c); for(size_t i = 0; i < countof(tex); i++) { @@ -321,10 +321,10 @@ void GSDevice::ExternalFX() if (m_shaderfx != NULL) { - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); - StretchRect(m_current, sr, m_shaderfx, dr, 7, false); + StretchRect(m_current, sRect, m_shaderfx, dr, 7, false); DoExternalFX(m_shaderfx, m_current); } } @@ -341,10 +341,10 @@ void GSDevice::FXAA() if(m_fxaa != NULL) { - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); - StretchRect(m_current, sr, m_fxaa, dr, 7, false); + StretchRect(m_current, sRect, m_fxaa, dr, 7, false); DoFXAA(m_fxaa, m_current); } } @@ -361,10 +361,10 @@ void GSDevice::ShadeBoost() if(m_shadeboost != NULL) { - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); - StretchRect(m_current, sr, m_shadeboost, dr, 0, false); + StretchRect(m_current, sRect, m_shadeboost, dr, 0, false); DoShadeBoost(m_shadeboost, m_current); } } diff --git a/plugins/GSdx/GSDevice.h b/plugins/GSdx/GSDevice.h index fde3e67362..20e453932b 100644 --- a/plugins/GSdx/GSDevice.h +++ b/plugins/GSdx/GSDevice.h @@ -100,7 +100,7 @@ protected: virtual GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format) = 0; virtual GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format); - virtual void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) = 0; + virtual void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) = 0; virtual void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset) = 0; virtual void DoFXAA(GSTexture* sTex, GSTexture* dTex) {} virtual void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) {} @@ -141,15 +141,15 @@ public: virtual GSTexture* Resolve(GSTexture* t) {return NULL;} - virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0) {return NULL;} + virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0) {return NULL;} virtual void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r) {} - virtual void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true) {} + virtual void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true) {} void StretchRect(GSTexture* sTex, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true); virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {} - virtual void PSSetShaderResource(int i, GSTexture* sr) {} + virtual void PSSetShaderResource(int i, GSTexture* sRect) {} virtual void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) {} // Used for opengl multithread hack @@ -158,7 +158,7 @@ public: GSTexture* GetCurrent(); - void Merge(GSTexture* sTex[2], GSVector4* sr, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c); + void Merge(GSTexture* sTex[2], GSVector4* sRect, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c); void Interlace(const GSVector2i& ds, int field, int mode, float yoffset); void FXAA(); void ShadeBoost(); diff --git a/plugins/GSdx/GSDevice11.cpp b/plugins/GSdx/GSDevice11.cpp index 2a402e66cb..91c29df6b8 100644 --- a/plugins/GSdx/GSDevice11.cpp +++ b/plugins/GSdx/GSDevice11.cpp @@ -565,7 +565,7 @@ GSTexture* GSDevice11::Resolve(GSTexture* t) return NULL; } -GSTexture* GSDevice11::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format) +GSTexture* GSDevice11::CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format) { GSTexture* dst = NULL; @@ -587,7 +587,7 @@ GSTexture* GSDevice11::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, if(GSTexture* src2 = src->IsMSAA() ? Resolve(src) : src) { - StretchRect(src2, sr, rt, dr, m_convert.ps[format == DXGI_FORMAT_R16_UINT ? 1 : 0], NULL); + StretchRect(src2, sRect, rt, dr, m_convert.ps[format == DXGI_FORMAT_R16_UINT ? 1 : 0], NULL); if(src2 != src) Recycle(src2); } @@ -618,17 +618,17 @@ void GSDevice11::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r) m_ctx->CopySubresourceRegion(*(GSTexture11*)dTex, 0, 0, 0, 0, *(GSTexture11*)sTex, 0, &box); } -void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear) +void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader, bool linear) { - StretchRect(sTex, sr, dTex, dr, m_convert.ps[shader], NULL, linear); + StretchRect(sTex, sRect, dTex, dr, m_convert.ps[shader], NULL, linear); } -void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear) +void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear) { - StretchRect(sTex, sr, dTex, dr, ps, ps_cb, m_convert.bs, linear); + StretchRect(sTex, sRect, dTex, dr, ps, ps_cb, m_convert.bs, linear); } -void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear) +void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear) { if(!sTex || !dTex) { @@ -655,10 +655,10 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dT GSVertexPT1 vertices[] = { - {GSVector4(left, top, 0.5f, 1.0f), GSVector2(sr.x, sr.y)}, - {GSVector4(right, top, 0.5f, 1.0f), GSVector2(sr.z, sr.y)}, - {GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sr.x, sr.w)}, - {GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sr.z, sr.w)}, + {GSVector4(left, top, 0.5f, 1.0f), GSVector2(sRect.x, sRect.y)}, + {GSVector4(right, top, 0.5f, 1.0f), GSVector2(sRect.z, sRect.y)}, + {GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sRect.x, sRect.w)}, + {GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sRect.z, sRect.w)}, }; /* NVIDIA HACK!!!! @@ -702,20 +702,20 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dT PSSetShaderResources(NULL, NULL); } -void GSDevice11::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) +void GSDevice11::DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) { ClearRenderTarget(dTex, c); if(sTex[1] && !slbg) { - StretchRect(sTex[1], sr[1], dTex, dr[1], m_merge.ps[0], NULL, true); + StretchRect(sTex[1], sRect[1], dTex, dr[1], m_merge.ps[0], NULL, true); } if(sTex[0]) { m_ctx->UpdateSubresource(m_merge.cb, 0, NULL, &c, 0, 0); - StretchRect(sTex[0], sr[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], m_merge.cb, m_merge.bs, true); + StretchRect(sTex[0], sRect[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], m_merge.cb, m_merge.bs, true); } } @@ -723,7 +723,7 @@ void GSDevice11::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool { GSVector4 s = GSVector4(dTex->GetSize()); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset); InterlaceConstantBuffer cb; @@ -733,7 +733,7 @@ void GSDevice11::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool m_ctx->UpdateSubresource(m_interlace.cb, 0, NULL, &cb, 0, 0); - StretchRect(sTex, sr, dTex, dr, m_interlace.ps[shader], m_interlace.cb, linear); + StretchRect(sTex, sRect, dTex, dr, m_interlace.ps[shader], m_interlace.cb, linear); } //Included an init function for this also. Just to be safe. @@ -755,7 +755,7 @@ void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex) { GSVector2i s = dTex->GetSize(); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); ExternalFXConstantBuffer cb; @@ -768,7 +768,7 @@ void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex) m_ctx->UpdateSubresource(m_shaderfx.cb, 0, NULL, &cb, 0, 0); - StretchRect(sTex, sr, dTex, dr, m_shaderfx.ps, m_shaderfx.cb, true); + StretchRect(sTex, sRect, dTex, dr, m_shaderfx.ps, m_shaderfx.cb, true); } // This shouldn't be necessary, we have some bug corrupting memory @@ -791,7 +791,7 @@ void GSDevice11::DoFXAA(GSTexture* sTex, GSTexture* dTex) { GSVector2i s = dTex->GetSize(); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); FXAAConstantBuffer cb; @@ -803,7 +803,7 @@ void GSDevice11::DoFXAA(GSTexture* sTex, GSTexture* dTex) m_ctx->UpdateSubresource(m_fxaa.cb, 0, NULL, &cb, 0, 0); - StretchRect(sTex, sr, dTex, dr, m_fxaa.ps, m_fxaa.cb, true); + StretchRect(sTex, sRect, dTex, dr, m_fxaa.ps, m_fxaa.cb, true); //sTex->Save("c:\\temp1\\1.bmp"); //dTex->Save("c:\\temp1\\2.bmp"); @@ -813,7 +813,7 @@ void GSDevice11::DoShadeBoost(GSTexture* sTex, GSTexture* dTex) { GSVector2i s = dTex->GetSize(); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); ShadeBoostConstantBuffer cb; @@ -823,7 +823,7 @@ void GSDevice11::DoShadeBoost(GSTexture* sTex, GSTexture* dTex) m_ctx->UpdateSubresource(m_shadeboost.cb, 0, NULL, &cb, 0, 0); - StretchRect(sTex, sr, dTex, dr, m_shadeboost.ps, m_shadeboost.cb, true); + StretchRect(sTex, sRect, dTex, dr, m_shadeboost.ps, m_shadeboost.cb, true); } void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm) @@ -1083,11 +1083,11 @@ void GSDevice11::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) } } -void GSDevice11::PSSetShaderResource(int i, GSTexture* sr) +void GSDevice11::PSSetShaderResource(int i, GSTexture* sRect) { ID3D11ShaderResourceView* srv = NULL; - if(sr) srv = *(GSTexture11*)sr; + if(sRect) srv = *(GSTexture11*)sRect; PSSetShaderResourceView(i, srv); } diff --git a/plugins/GSdx/GSDevice11.h b/plugins/GSdx/GSDevice11.h index 50f9fc7449..156ff5b55a 100644 --- a/plugins/GSdx/GSDevice11.h +++ b/plugins/GSdx/GSDevice11.h @@ -34,7 +34,7 @@ class GSDevice11 : public GSDeviceDX { GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); - void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); + void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0); void DoFXAA(GSTexture* sTex, GSTexture* dTex); void DoShadeBoost(GSTexture* sTex, GSTexture* dTex); @@ -184,13 +184,13 @@ public: GSTexture* Resolve(GSTexture* t); - GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); + GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0); void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r); - void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true); - void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true); - void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true); + void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true); + void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true); + void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true); void IASetVertexBuffer(const void* vertex, size_t stride, size_t count); bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count); @@ -203,7 +203,7 @@ public: void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb); void GSSetShader(ID3D11GeometryShader* gs); void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1); - void PSSetShaderResource(int i, GSTexture* sr); + void PSSetShaderResource(int i, GSTexture* sRect); void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv); void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb); void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1, ID3D11SamplerState* ss2 = NULL); diff --git a/plugins/GSdx/GSDevice9.cpp b/plugins/GSdx/GSDevice9.cpp index cb33f59d44..adfe1d4500 100644 --- a/plugins/GSdx/GSDevice9.cpp +++ b/plugins/GSdx/GSDevice9.cpp @@ -768,7 +768,7 @@ GSTexture* GSDevice9::Resolve(GSTexture* t) return NULL; } -GSTexture* GSDevice9::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format) +GSTexture* GSDevice9::CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format) { GSTexture* dst = NULL; @@ -790,7 +790,7 @@ GSTexture* GSDevice9::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, if(GSTexture* src2 = src->IsMSAA() ? Resolve(src) : src) { - StretchRect(src2, sr, rt, dr, m_convert.ps[1], NULL, 0); + StretchRect(src2, sRect, rt, dr, m_convert.ps[1], NULL, 0); if(src2 != src) Recycle(src2); } @@ -819,17 +819,17 @@ void GSDevice9::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r) m_dev->StretchRect(*(GSTexture9*)sTex, r, *(GSTexture9*)dTex, r, D3DTEXF_NONE); } -void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear) +void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader, bool linear) { - StretchRect(sTex, sr, dTex, dr, m_convert.ps[shader], NULL, 0, linear); + StretchRect(sTex, sRect, dTex, dr, m_convert.ps[shader], NULL, 0, linear); } -void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear) +void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear) { - StretchRect(sTex, sr, dTex, dr, ps, ps_cb, ps_cb_len, &m_convert.bs, linear); + StretchRect(sTex, sRect, dTex, dr, ps, ps_cb, ps_cb_len, &m_convert.bs, linear); } -void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear) +void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear) { if(!sTex || !dTex) { @@ -856,10 +856,10 @@ void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTe GSVertexPT1 vertices[] = { - {GSVector4(left, top, 0.5f, 1.0f), GSVector2(sr.x, sr.y)}, - {GSVector4(right, top, 0.5f, 1.0f), GSVector2(sr.z, sr.y)}, - {GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sr.x, sr.w)}, - {GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sr.z, sr.w)}, + {GSVector4(left, top, 0.5f, 1.0f), GSVector2(sRect.x, sRect.y)}, + {GSVector4(right, top, 0.5f, 1.0f), GSVector2(sRect.z, sRect.y)}, + {GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sRect.x, sRect.w)}, + {GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sRect.z, sRect.w)}, }; for(size_t i = 0; i < countof(vertices); i++) @@ -891,13 +891,13 @@ void GSDevice9::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTe EndScene(); } -void GSDevice9::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) +void GSDevice9::DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) { ClearRenderTarget(dTex, c); if(sTex[1] && !slbg) { - StretchRect(sTex[1], sr[1], dTex, dr[1], m_merge.ps[0], NULL, true); + StretchRect(sTex[1], sRect[1], dTex, dr[1], m_merge.ps[0], NULL, true); } if(sTex[0]) @@ -906,7 +906,7 @@ void GSDevice9::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVe cb.BGColor = c; - StretchRect(sTex[0], sr[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], (const float*)&cb, 1, &m_merge.bs, true); + StretchRect(sTex[0], sRect[0], dTex, dr[0], m_merge.ps[mmod ? 1 : 0], (const float*)&cb, 1, &m_merge.bs, true); } } @@ -914,7 +914,7 @@ void GSDevice9::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool l { GSVector4 s = GSVector4(dTex->GetSize()); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset); InterlaceConstantBuffer cb; @@ -922,7 +922,7 @@ void GSDevice9::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool l cb.ZrH = GSVector2(0, 1.0f / s.y); cb.hH = (float)s.y / 2; - StretchRect(sTex, sr, dTex, dr, m_interlace.ps[shader], (const float*)&cb, 1, linear); + StretchRect(sTex, sRect, dTex, dr, m_interlace.ps[shader], (const float*)&cb, 1, linear); } void GSDevice9::InitExternalFX() @@ -943,7 +943,7 @@ void GSDevice9::DoExternalFX(GSTexture* sTex, GSTexture* dTex) { GSVector2i s = dTex->GetSize(); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); ExternalFXConstantBuffer cb; @@ -954,7 +954,7 @@ void GSDevice9::DoExternalFX(GSTexture* sTex, GSTexture* dTex) cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrameOpt = GSVector4::zero(); - StretchRect(sTex, sr, dTex, dr, m_shaderfx.ps, (const float*)&cb, 2, true); + StretchRect(sTex, sRect, dTex, dr, m_shaderfx.ps, (const float*)&cb, 2, true); } void GSDevice9::InitFXAA() @@ -975,7 +975,7 @@ void GSDevice9::DoFXAA(GSTexture* sTex, GSTexture* dTex) { GSVector2i s = dTex->GetSize(); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); FXAAConstantBuffer cb; @@ -985,14 +985,14 @@ void GSDevice9::DoFXAA(GSTexture* sTex, GSTexture* dTex) cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrameOpt = GSVector4::zero(); - StretchRect(sTex, sr, dTex, dr, m_fxaa.ps, (const float*)&cb, 2, true); + StretchRect(sTex, sRect, dTex, dr, m_fxaa.ps, (const float*)&cb, 2, true); } void GSDevice9::DoShadeBoost(GSTexture* sTex, GSTexture* dTex) { GSVector2i s = dTex->GetSize(); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); ShadeBoostConstantBuffer cb; @@ -1000,7 +1000,7 @@ void GSDevice9::DoShadeBoost(GSTexture* sTex, GSTexture* dTex) cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrameOpt = GSVector4::zero(); - StretchRect(sTex, sr, dTex, dr, m_shadeboost.ps, (const float*)&cb, 1, true); + StretchRect(sTex, sRect, dTex, dr, m_shadeboost.ps, (const float*)&cb, 1, true); } void GSDevice9::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm) @@ -1234,11 +1234,11 @@ void GSDevice9::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) PSSetShaderResource(2, NULL); } -void GSDevice9::PSSetShaderResource(int i, GSTexture* sr) +void GSDevice9::PSSetShaderResource(int i, GSTexture* sRect) { IDirect3DTexture9* srv = NULL; - if(sr) srv = *(GSTexture9*)sr; + if(sRect) srv = *(GSTexture9*)sRect; if(m_state.ps_srvs[i] != srv) { diff --git a/plugins/GSdx/GSDevice9.h b/plugins/GSdx/GSDevice9.h index 1eeb88ab55..9c8ea927a1 100644 --- a/plugins/GSdx/GSDevice9.h +++ b/plugins/GSdx/GSDevice9.h @@ -74,7 +74,7 @@ class GSDevice9 : public GSDeviceDX { GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); - void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); + void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0); void DoFXAA(GSTexture* sTex, GSTexture* dTex); void DoShadeBoost(GSTexture* sTex, GSTexture* dTex); @@ -209,13 +209,13 @@ public: GSTexture* Resolve(GSTexture* t); - GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); + GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0); void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r); - void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true); - void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear = true); - void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear = true); + void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true); + void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, bool linear = true); + void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len, Direct3DBlendState9* bs, bool linear = true); void IASetVertexBuffer(const void* vertex, size_t stride, size_t count); bool IAMapVertexBuffer(void** vertex, size_t stride, size_t count); @@ -227,7 +227,7 @@ public: void IASetPrimitiveTopology(D3DPRIMITIVETYPE topology); void VSSetShader(IDirect3DVertexShader9* vs, const float* vs_cb, int vs_cb_len); void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1); - void PSSetShaderResource(int i, GSTexture* sr); + void PSSetShaderResource(int i, GSTexture* sRect); void PSSetShader(IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len); void PSSetSamplerState(Direct3DSamplerState9* ss); void OMSetDepthStencilState(Direct3DDepthStencilState9* dss); diff --git a/plugins/GSdx/GSDeviceNull.h b/plugins/GSdx/GSDeviceNull.h index 177ca55861..d1630fb2af 100644 --- a/plugins/GSdx/GSDeviceNull.h +++ b/plugins/GSdx/GSDeviceNull.h @@ -29,7 +29,7 @@ class GSDeviceNull : public GSDevice private: GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); - void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) {} + void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) {} void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0) {} public: diff --git a/plugins/GSdx/GSDeviceOGL.cpp b/plugins/GSdx/GSDeviceOGL.cpp index e009c9483b..727536261f 100644 --- a/plugins/GSdx/GSDeviceOGL.cpp +++ b/plugins/GSdx/GSDeviceOGL.cpp @@ -684,7 +684,7 @@ GSTexture* GSDeviceOGL::CreateOffscreen(int w, int h, int format) } // blit a texture into an offscreen buffer -GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format) +GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format) { ASSERT(src); ASSERT(format == GL_RGBA8 || format == GL_R16UI); @@ -696,7 +696,7 @@ GSTexture* GSDeviceOGL::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w GSTexture* dst = CreateOffscreen(w, h, format); GSVector4 dr(0, 0, w, h); - StretchRect(src, sr, dst, dr, m_convert.ps[format == GL_R16UI ? 1 : 0]); + StretchRect(src, sRect, dst, dr, m_convert.ps[format == GL_R16UI ? 1 : 0]); return dst; } @@ -733,17 +733,17 @@ void GSDeviceOGL::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r GL_POP(); } -void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear) +void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader, bool linear) { - StretchRect(sTex, sr, dTex, dr, m_convert.ps[shader], linear); + StretchRect(sTex, sRect, dTex, dr, m_convert.ps[shader], linear); } -void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear) +void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear) { - StretchRect(sTex, sr, dTex, dr, ps, m_convert.bs, linear); + StretchRect(sTex, sRect, dTex, dr, ps, m_convert.bs, linear); } -void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear) +void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear) { if(!sTex || !dTex) { @@ -801,10 +801,10 @@ void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* d // 1/ consistency between several pass rendering (interlace) // 2/ in case some GSdx code expect thing in dx order. // Only flipping the backbuffer is transparent (I hope)... - GSVector4 flip_sr = sr; + GSVector4 flip_sr = sRect; if (static_cast(dTex)->IsBackbuffer()) { - flip_sr.y = sr.w; - flip_sr.w = sr.y; + flip_sr.y = sRect.w; + flip_sr.w = sRect.y; } GSVertexPT1 vertices[] = @@ -844,7 +844,7 @@ void GSDeviceOGL::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* d GL_POP(); } -void GSDeviceOGL::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) +void GSDeviceOGL::DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) { GL_PUSH("DoMerge"); @@ -854,14 +854,14 @@ void GSDeviceOGL::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GS if(sTex[1] && !slbg) { - StretchRect(sTex[1], sr[1], dTex, dr[1], m_merge_obj.ps[0]); + StretchRect(sTex[1], sRect[1], dTex, dr[1], m_merge_obj.ps[0]); } if(sTex[0]) { m_merge_obj.cb->upload(&c.v); - StretchRect(sTex[0], sr[0], dTex, dr[0], m_merge_obj.ps[mmod ? 1 : 0], m_merge_obj.bs); + StretchRect(sTex[0], sRect[0], dTex, dr[0], m_merge_obj.ps[mmod ? 1 : 0], m_merge_obj.bs); } GL_POP(); @@ -875,7 +875,7 @@ void GSDeviceOGL::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool GSVector4 s = GSVector4(dTex->GetSize()); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset); InterlaceConstantBuffer cb; @@ -885,7 +885,7 @@ void GSDeviceOGL::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool m_interlace.cb->upload(&cb); - StretchRect(sTex, sr, dTex, dr, m_interlace.ps[shader], linear); + StretchRect(sTex, sRect, dTex, dr, m_interlace.ps[shader], linear); GL_POP(); } @@ -909,10 +909,10 @@ void GSDeviceOGL::DoFXAA(GSTexture* sTex, GSTexture* dTex) GSVector2i s = dTex->GetSize(); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); - StretchRect(sTex, sr, dTex, dr, m_fxaa.ps, true); + StretchRect(sTex, sRect, dTex, dr, m_fxaa.ps, true); GL_POP(); } @@ -947,7 +947,7 @@ void GSDeviceOGL::DoExternalFX(GSTexture* sTex, GSTexture* dTex) GSVector2i s = dTex->GetSize(); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); ExternalFXConstantBuffer cb; @@ -958,7 +958,7 @@ void GSDeviceOGL::DoExternalFX(GSTexture* sTex, GSTexture* dTex) m_shaderfx.cb->upload(&cb); - StretchRect(sTex, sr, dTex, dr, m_shaderfx.ps, true); + StretchRect(sTex, sRect, dTex, dr, m_shaderfx.ps, true); GL_POP(); } @@ -971,7 +971,7 @@ void GSDeviceOGL::DoShadeBoost(GSTexture* sTex, GSTexture* dTex) GSVector2i s = dTex->GetSize(); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0, 0, s.x, s.y); ShadeBoostConstantBuffer cb; @@ -981,7 +981,7 @@ void GSDeviceOGL::DoShadeBoost(GSTexture* sTex, GSTexture* dTex) m_shadeboost.cb->upload(&cb); - StretchRect(sTex, sr, dTex, dr, m_shadeboost.ps, true); + StretchRect(sTex, sRect, dTex, dr, m_shadeboost.ps, true); GL_POP(); } @@ -1058,9 +1058,9 @@ void GSDeviceOGL::IASetPrimitiveTopology(GLenum topology) m_va->SetTopology(topology); } -void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sr) +void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sRect) { - GLuint id = sr->GetID(); + GLuint id = sRect->GetID(); if (GLState::tex_unit[i] != id) { GLState::tex_unit[i] = id; gl_BindTextureUnit(i, id); diff --git a/plugins/GSdx/GSDeviceOGL.h b/plugins/GSdx/GSDeviceOGL.h index 701168586e..13a9c44226 100644 --- a/plugins/GSdx/GSDeviceOGL.h +++ b/plugins/GSdx/GSDeviceOGL.h @@ -536,7 +536,7 @@ class GSDeviceOGL : public GSDevice GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format); - void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); + void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0); void DoFXAA(GSTexture* sTex, GSTexture* dTex); void DoShadeBoost(GSTexture* sTex, GSTexture* dTex); @@ -585,12 +585,12 @@ class GSDeviceOGL : public GSDevice void InitPrimDateTexture(GSTexture* rt); void RecycleDateTexture(); - GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); + GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0); void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r); - void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true); - void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear = true); - void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true); + void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true); + void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, GLuint ps, bool linear = true); + void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, GLuint ps, GSBlendStateOGL* bs, bool linear = true); void SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1* vertices, bool datm); @@ -600,7 +600,7 @@ class GSDeviceOGL : public GSDevice void IASetVertexBuffer(const void* vertices, size_t count); void IASetIndexBuffer(const void* index, size_t count); - void PSSetShaderResource(int i, GSTexture* sr); + void PSSetShaderResource(int i, GSTexture* sRect); void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1); void PSSetSamplerState(GLuint ss); diff --git a/plugins/GSdx/GSDeviceSW.cpp b/plugins/GSdx/GSDeviceSW.cpp index 160163865b..6c52121e83 100644 --- a/plugins/GSdx/GSDeviceSW.cpp +++ b/plugins/GSdx/GSDeviceSW.cpp @@ -90,7 +90,7 @@ void GSDeviceSW::ClearStencil(GSTexture* t, uint8 c) Clear(t, c); } -GSTexture* GSDeviceSW::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format) +GSTexture* GSDeviceSW::CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format) { GSTexture* dst = CreateOffscreen(w, h, format); @@ -207,7 +207,7 @@ public: } }; -template static void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, const SHADER& shader, bool linear) +template static void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, const SHADER& shader, bool linear) { GSVector4i r(dr.ceil()); @@ -226,7 +226,7 @@ template static void StretchRect(GSTexture* sTex, const GSVector4& GSVector2i ssize = sTex->GetSize(); GSVector4 p = dr; - GSVector4 t = sr * GSVector4(ssize).xyxy() * GSVector4((float)0x10000); + GSVector4 t = sRect * GSVector4(ssize).xyxy() * GSVector4((float)0x10000); GSVector4 tl = p.xyxy(t); GSVector4 br = p.zwzw(t); @@ -301,13 +301,13 @@ template static void StretchRect(GSTexture* sTex, const GSVector4& dTex->Unmap(); } -void GSDeviceSW::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader, bool linear) +void GSDeviceSW::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader, bool linear) { // TODO: if dTex == m_backbuffer && m_backbuffer is special if(shader == 0) { - if((sr == GSVector4(0, 0, 1, 1) & dr == GSVector4(dTex->GetSize()).zwxy()).alltrue() && sTex->GetSize() == dTex->GetSize()) + if((sRect == GSVector4(0, 0, 1, 1) & dr == GSVector4(dTex->GetSize()).zwxy()).alltrue() && sTex->GetSize() == dTex->GetSize()) { // shortcut @@ -318,13 +318,13 @@ void GSDeviceSW::StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dT ShaderCopy s; - ::StretchRect(sTex, sr, dTex, dr, s, linear); + ::StretchRect(sTex, sRect, dTex, dr, s, linear); } else if(shader == 1) { ShaderAlphaBlend s; - ::StretchRect(sTex, sr, dTex, dr, s, linear); + ::StretchRect(sTex, sRect, dTex, dr, s, linear); } else { @@ -337,7 +337,7 @@ void GSDeviceSW::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) // TODO } -void GSDeviceSW::PSSetShaderResource(int i, GSTexture* sr) +void GSDeviceSW::PSSetShaderResource(int i, GSTexture* sRect) { // TODO } @@ -349,13 +349,13 @@ void GSDeviceSW::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector // -void GSDeviceSW::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) +void GSDeviceSW::DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) { ClearRenderTarget(dTex, c); if(sTex[1] && !slbg) { - StretchRect(sTex[1], sr[1], dTex, dr[1]); + StretchRect(sTex[1], sRect[1], dTex, dr[1]); } if(sTex[0]) @@ -366,7 +366,7 @@ void GSDeviceSW::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSV ShaderAlpha2xBlend s; - ::StretchRect(sTex[0], sr[0], dTex, dr[0], s, true); + ::StretchRect(sTex[0], sRect[0], dTex, dr[0], s, true); } else { @@ -374,7 +374,7 @@ void GSDeviceSW::DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSV ShaderFactorBlend s((uint32)(int)(c.a * 255)); - ::StretchRect(sTex[0], sr[0], dTex, dr[0], s, true); + ::StretchRect(sTex[0], sRect[0], dTex, dr[0], s, true); } } @@ -385,7 +385,7 @@ void GSDeviceSW::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool { GSVector4 s = GSVector4(dTex->GetSize()); - GSVector4 sr(0, 0, 1, 1); + GSVector4 sRect(0, 0, 1, 1); GSVector4 dr(0.0f, yoffset, s.x, s.y + yoffset); if(shader == 0 || shader == 1) @@ -398,7 +398,7 @@ void GSDeviceSW::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool } else if(shader == 3) { - StretchRect(sTex, sr, dTex, dr, 0, linear); + StretchRect(sTex, sRect, dTex, dr, 0, linear); } else { diff --git a/plugins/GSdx/GSDeviceSW.h b/plugins/GSdx/GSDeviceSW.h index e2be472288..8d92bcebff 100644 --- a/plugins/GSdx/GSDeviceSW.h +++ b/plugins/GSdx/GSDeviceSW.h @@ -28,7 +28,7 @@ class GSDeviceSW : public GSDevice { GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); - void DoMerge(GSTexture* sTex[2], GSVector4* sr, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); + void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c); void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0); void Clear(GSTexture* t, uint32 c); @@ -50,13 +50,13 @@ public: void ClearDepth(GSTexture* t, float c); void ClearStencil(GSTexture* t, uint8 c); - GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0); + GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0); void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r); - void StretchRect(GSTexture* sTex, const GSVector4& sr, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true); + void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dr, int shader = 0, bool linear = true); void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1); - void PSSetShaderResource(int i, GSTexture* sr); + void PSSetShaderResource(int i, GSTexture* sRect); void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL); }; diff --git a/plugins/GSdx/GSRasterizer.cpp b/plugins/GSdx/GSRasterizer.cpp index a198624518..bfe16a73d8 100644 --- a/plugins/GSdx/GSRasterizer.cpp +++ b/plugins/GSdx/GSRasterizer.cpp @@ -962,9 +962,9 @@ void GSRasterizer::DrawEdge(const GSVertexSW& v0, const GSVertexSW& v1, const GS else { GSVector4 lrf = v0.p.xxxx(v1.p).ceil(); // l l r r - GSVector4 lrmax = lrf.max(m_fscissor_x); // max(l, sl) max(l, sr) max(r, sl) max(r, sr) - GSVector4 lrmin = lrf.min(m_fscissor_x); // min(l, sl) min(l, sr) min(r, sl) min(r, sr) - GSVector4i lr = GSVector4i(lrmax.xzyw(lrmin)); // max(l, sl) max(r, sl) min(l, sr) min(r, sr) + GSVector4 lrmax = lrf.max(m_fscissor_x); // max(l, sl) max(l, sRect) max(r, sl) max(r, sRect) + GSVector4 lrmin = lrf.min(m_fscissor_x); // min(l, sl) min(l, sRect) min(r, sl) min(r, sRect) + GSVector4i lr = GSVector4i(lrmax.xzyw(lrmin)); // max(l, sl) max(r, sl) min(l, sRect) min(r, sRect) int left, right; @@ -973,7 +973,7 @@ void GSRasterizer::DrawEdge(const GSVertexSW& v0, const GSVertexSW& v1, const GS if((dv.p >= GSVector4::zero()).mask() & 1) { left = lr.extract32<0>(); // max(l, sl) - right = lr.extract32<3>(); // min(r, sr) + right = lr.extract32<3>(); // min(r, sRect) if(left >= right) return; @@ -985,7 +985,7 @@ void GSRasterizer::DrawEdge(const GSVertexSW& v0, const GSVertexSW& v1, const GS else { left = lr.extract32<1>(); // max(r, sl) - right = lr.extract32<2>(); // min(l, sr) + right = lr.extract32<2>(); // min(l, sRect) if(left >= right) return; diff --git a/plugins/GSdx/GSTextureCache.cpp b/plugins/GSdx/GSTextureCache.cpp index e92328b764..0c505ccfe0 100644 --- a/plugins/GSdx/GSTextureCache.cpp +++ b/plugins/GSdx/GSTextureCache.cpp @@ -703,10 +703,10 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con // int sx = off % sw; // int sy = off / sw; - // GSVector4 sr = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size; + // GSVector4 sRect = GSVector4(GSVector4i(sx, sy).xyxy() + br) * scale / size; // GSVector4 dr = GSVector4(GSVector4i(dx, dy).xyxy() + br) * scale; - // m_renderer->m_dev->StretchRect(dst->m_texture, sr, src->m_texture, dr); + // m_renderer->m_dev->StretchRect(dst->m_texture, sRect, src->m_texture, dr); // // TODO: this is quite a lot of StretchRect, do it with one Draw // } @@ -742,7 +742,7 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con h = dstsize.y; } - GSVector4 sr(0, 0, w, h); + GSVector4 sRect(0, 0, w, h); GSTexture* sTex = src->m_texture ? src->m_texture : dst->m_texture; GSTexture* dTex = m_renderer->m_dev->CreateRenderTarget(w, h, false); @@ -757,16 +757,16 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con src->m_texture = dTex; } - if((sr == dr).alltrue()) + if((sRect == dr).alltrue()) { m_renderer->m_dev->CopyRect(sTex, dTex, GSVector4i(0, 0, w, h)); } else { - sr.z /= sTex->GetWidth(); - sr.w /= sTex->GetHeight(); + sRect.z /= sTex->GetWidth(); + sRect.w /= sTex->GetHeight(); - m_renderer->m_dev->StretchRect(sTex, sr, dTex, dr); + m_renderer->m_dev->StretchRect(sTex, sRect, dTex, dr); } if(dTex != src->m_texture)