mirror of https://github.com/PCSX2/pcsx2.git
gsdx: rename too much sr to sRect
This commit is contained in:
parent
b52ee6f1f6
commit
7609fdc576
|
@ -1083,11 +1083,11 @@ void GSDevice11::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void GSDevice11::PSSetShaderResource(int i, GSTexture* sRect)
|
void GSDevice11::PSSetShaderResource(int i, GSTexture* sr)
|
||||||
{
|
{
|
||||||
ID3D11ShaderResourceView* srv = NULL;
|
ID3D11ShaderResourceView* srv = NULL;
|
||||||
|
|
||||||
if(sRect) srv = *(GSTexture11*)sRect;
|
if(sr) srv = *(GSTexture11*)sr;
|
||||||
|
|
||||||
PSSetShaderResourceView(i, srv);
|
PSSetShaderResourceView(i, srv);
|
||||||
}
|
}
|
||||||
|
|
|
@ -203,7 +203,7 @@ public:
|
||||||
void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
|
void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
|
||||||
void GSSetShader(ID3D11GeometryShader* gs);
|
void GSSetShader(ID3D11GeometryShader* gs);
|
||||||
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
|
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
|
||||||
void PSSetShaderResource(int i, GSTexture* sRect);
|
void PSSetShaderResource(int i, GSTexture* sr);
|
||||||
void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv);
|
void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv);
|
||||||
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
|
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
|
||||||
void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1, ID3D11SamplerState* ss2 = NULL);
|
void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1, ID3D11SamplerState* ss2 = NULL);
|
||||||
|
|
|
@ -1234,11 +1234,11 @@ void GSDevice9::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
|
||||||
PSSetShaderResource(2, NULL);
|
PSSetShaderResource(2, NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GSDevice9::PSSetShaderResource(int i, GSTexture* sRect)
|
void GSDevice9::PSSetShaderResource(int i, GSTexture* sr)
|
||||||
{
|
{
|
||||||
IDirect3DTexture9* srv = NULL;
|
IDirect3DTexture9* srv = NULL;
|
||||||
|
|
||||||
if(sRect) srv = *(GSTexture9*)sRect;
|
if(sr) srv = *(GSTexture9*)sr;
|
||||||
|
|
||||||
if(m_state.ps_srvs[i] != srv)
|
if(m_state.ps_srvs[i] != srv)
|
||||||
{
|
{
|
||||||
|
|
|
@ -227,7 +227,7 @@ public:
|
||||||
void IASetPrimitiveTopology(D3DPRIMITIVETYPE topology);
|
void IASetPrimitiveTopology(D3DPRIMITIVETYPE topology);
|
||||||
void VSSetShader(IDirect3DVertexShader9* vs, const float* vs_cb, int vs_cb_len);
|
void VSSetShader(IDirect3DVertexShader9* vs, const float* vs_cb, int vs_cb_len);
|
||||||
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
|
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
|
||||||
void PSSetShaderResource(int i, GSTexture* sRect);
|
void PSSetShaderResource(int i, GSTexture* sr);
|
||||||
void PSSetShader(IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len);
|
void PSSetShader(IDirect3DPixelShader9* ps, const float* ps_cb, int ps_cb_len);
|
||||||
void PSSetSamplerState(Direct3DSamplerState9* ss);
|
void PSSetSamplerState(Direct3DSamplerState9* ss);
|
||||||
void OMSetDepthStencilState(Direct3DDepthStencilState9* dss);
|
void OMSetDepthStencilState(Direct3DDepthStencilState9* dss);
|
||||||
|
|
|
@ -1045,9 +1045,9 @@ void GSDeviceOGL::IASetPrimitiveTopology(GLenum topology)
|
||||||
m_va->SetTopology(topology);
|
m_va->SetTopology(topology);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sRect)
|
void GSDeviceOGL::PSSetShaderResource(int i, GSTexture* sr)
|
||||||
{
|
{
|
||||||
GLuint id = sRect->GetID();
|
GLuint id = sr ? sr->GetID() : 0;
|
||||||
if (GLState::tex_unit[i] != id) {
|
if (GLState::tex_unit[i] != id) {
|
||||||
GLState::tex_unit[i] = id;
|
GLState::tex_unit[i] = id;
|
||||||
gl_BindTextureUnit(i, id);
|
gl_BindTextureUnit(i, id);
|
||||||
|
|
|
@ -598,7 +598,7 @@ class GSDeviceOGL : public GSDevice
|
||||||
void IASetVertexBuffer(const void* vertices, size_t count);
|
void IASetVertexBuffer(const void* vertices, size_t count);
|
||||||
void IASetIndexBuffer(const void* index, size_t count);
|
void IASetIndexBuffer(const void* index, size_t count);
|
||||||
|
|
||||||
void PSSetShaderResource(int i, GSTexture* sRect);
|
void PSSetShaderResource(int i, GSTexture* sr);
|
||||||
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
|
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
|
||||||
void PSSetSamplerState(GLuint ss);
|
void PSSetSamplerState(GLuint ss);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue