gsdx: rename too much sr to sRect

This commit is contained in:
Gregory Hainaut 2015-05-21 09:48:15 +02:00
parent b52ee6f1f6
commit 7609fdc576
6 changed files with 9 additions and 9 deletions

View File

@ -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);
} }

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@ -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);

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@ -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)
{ {

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@ -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);

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@ -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);

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@ -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);