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