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https://github.com/hrydgard/ppsspp.git
synced 2024-12-03 11:11:25 +00:00
Minor cleanups (combined two identical enums, misc)
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3cc344a1b7
commit
5c918da774
@ -242,8 +242,8 @@ static const DefMappingStruct defaultOuyaMap[] = {
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{VIRTKEY_PAUSE , NKCODE_BUTTON_THUMBR},
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{VIRTKEY_AXIS_X_MIN, JOYSTICK_AXIS_X, -1},
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{VIRTKEY_AXIS_X_MAX, JOYSTICK_AXIS_X, +1},
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{VIRTKEY_AXIS_Y_MAX, JOYSTICK_AXIS_Y, -1},
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{VIRTKEY_AXIS_Y_MIN, JOYSTICK_AXIS_Y, +1},
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{VIRTKEY_AXIS_Y_MAX, JOYSTICK_AXIS_Y, -1},
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};
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static const DefMappingStruct defaultXperiaPlay[] = {
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@ -894,14 +894,14 @@ rotateVBO:
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uint32_t clearFlag = 0;
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if (gstate.isClearModeColorMask()) clearFlag |= Draw::COLOR;
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if (gstate.isClearModeAlphaMask()) clearFlag |= Draw::STENCIL;
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if (gstate.isClearModeDepthMask()) clearFlag |= Draw::DEPTH;
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if (gstate.isClearModeColorMask()) clearFlag |= Draw::FBChannel::FB_COLOR_BIT;
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if (gstate.isClearModeAlphaMask()) clearFlag |= Draw::FBChannel::FB_STENCIL_BIT;
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if (gstate.isClearModeDepthMask()) clearFlag |= Draw::FBChannel::FB_DEPTH_BIT;
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if (clearFlag & Draw::DEPTH) {
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if (clearFlag & Draw::FBChannel::FB_DEPTH_BIT) {
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framebufferManager_->SetDepthUpdated();
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}
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if (clearFlag & Draw::COLOR) {
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if (clearFlag & Draw::FBChannel::FB_COLOR_BIT) {
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framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
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}
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@ -149,7 +149,7 @@ void FramebufferManagerD3D11::SetTextureCache(TextureCacheD3D11 *tc) {
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}
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void FramebufferManagerD3D11::ClearBuffer(bool keepState) {
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draw_->Clear(Draw::ClearFlag::COLOR | Draw::ClearFlag::DEPTH | Draw::ClearFlag::STENCIL, 0, ToScaledDepth(0), 0);
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draw_->Clear(Draw::FBChannel::FB_COLOR_BIT | Draw::FBChannel::FB_DEPTH_BIT | Draw::FBChannel::FB_STENCIL_BIT, 0, ToScaledDepth(0), 0);
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}
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void FramebufferManagerD3D11::DisableState() {
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@ -201,7 +201,7 @@ bool FramebufferManagerD3D11::NotifyStencilUpload(u32 addr, int size, bool skipZ
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context_->RSSetViewports(1, &vp);
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// Zero stencil
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draw_->Clear(Draw::ClearFlag::STENCIL, 0, 0, 0);
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draw_->Clear(Draw::FBChannel::FB_STENCIL_BIT, 0, 0, 0);
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float fw = dstBuffer->width;
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float fh = dstBuffer->height;
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@ -258,7 +258,7 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight) {
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draw_->BindIndexBuffer(idata, 0);
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draw_->DrawIndexed(6, 0);
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} else {
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draw_->Clear(Draw::COLOR, 0, 0, 0);
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draw_->Clear(Draw::FB_COLOR_BIT, 0, 0, 0);
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}
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}
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@ -991,7 +991,7 @@ void EmuScreen::render() {
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if (!useBufferedRendering) {
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DrawContext *draw = screenManager()->getDrawContext();
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draw->Clear(ClearFlag::COLOR | ClearFlag::DEPTH | ClearFlag::STENCIL, 0xFF000000, 0.0f, 0);
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draw->Clear(FBChannel::FB_COLOR_BIT | FBChannel::FB_DEPTH_BIT | FBChannel::FB_STENCIL_BIT, 0xFF000000, 0.0f, 0);
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Viewport viewport;
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viewport.TopLeftX = 0;
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@ -15,9 +15,9 @@ typedef DWORD (WINAPI *XInputGetState_t) (DWORD dwUserIndex, XINPUT_STATE* pStat
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typedef DWORD (WINAPI *XInputSetState_t) (DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
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typedef DWORD (WINAPI *XInputGetCapabilities_t) (DWORD dwUserIndex, DWORD dwFlags, XINPUT_CAPABILITIES* pCapabilities);
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XInputGetState_t PPSSPP_XInputGetState = NULL;
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XInputSetState_t PPSSPP_XInputSetState = NULL;
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XInputGetCapabilities_t PPSSPP_XInputGetCapabilities = NULL;
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static XInputGetState_t PPSSPP_XInputGetState = NULL;
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static XInputSetState_t PPSSPP_XInputSetState = NULL;
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static XInputGetCapabilities_t PPSSPP_XInputGetCapabilities = NULL;
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static DWORD PPSSPP_XInputVersion = 0;
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static HMODULE s_pXInputDLL = 0;
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static int s_XInputDLLRefCount = 0;
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@ -97,10 +97,8 @@ static const unsigned int xinput_ctrl_map_size = sizeof(xinput_ctrl_map) / sizeo
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XinputDevice::XinputDevice() {
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if (LoadXInputDLL() != 0) {
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ERROR_LOG(SCECTRL, "Failed to load XInput! DLL missing");
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WARN_LOG(SCECTRL, "Failed to load XInput! DLL missing");
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}
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ZeroMemory( &this->prevState, sizeof(this->prevState) );
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this->check_delay = 0;
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this->gamepad_idx = -1;
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}
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@ -13,7 +13,7 @@ public:
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private:
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void ApplyButtons(XINPUT_STATE &state, InputState &input_state);
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int gamepad_idx;
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int check_delay;
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XINPUT_STATE prevState;
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u32 prevButtons;
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int check_delay = 0;
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XINPUT_STATE prevState{};
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u32 prevButtons = 0;
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};
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@ -150,9 +150,6 @@
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<OptimizeReferences>true</OptimizeReferences>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<Text Include="ReadMe.txt" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="SPIRV-Cross\spirv.hpp" />
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<ClInclude Include="SPIRV-Cross\spirv_cfg.hpp" />
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@ -1,8 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<Text Include="ReadMe.txt" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="SPIRV-Cross\spirv.hpp" />
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<ClInclude Include="SPIRV-Cross\spirv_cfg.hpp" />
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@ -163,12 +163,6 @@ enum FragmentShaderPreset : int {
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FS_MAX_PRESET,
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};
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enum ClearFlag : int {
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COLOR = 1,
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DEPTH = 2,
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STENCIL = 4,
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};
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enum class TextureType : uint8_t {
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UNKNOWN,
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LINEAR1D,
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@ -331,6 +325,8 @@ enum FBChannel {
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FB_COLOR_BIT = 1,
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FB_DEPTH_BIT = 2,
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FB_STENCIL_BIT = 4,
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// Implementation specific
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FB_SURFACE_BIT = 32, // Used in conjunction with the others in D3D9 to get surfaces through get_api_texture
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};
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@ -1132,33 +1132,33 @@ void D3D11DrawContext::BindSamplerStates(int start, int count, SamplerState **st
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}
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void D3D11DrawContext::Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) {
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if ((mask & ClearFlag::COLOR) && curRenderTargetView_) {
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if ((mask & FBChannel::FB_COLOR_BIT) && curRenderTargetView_) {
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float colorRGBA[4];
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Uint8x4ToFloat4(colorRGBA, colorval);
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context_->ClearRenderTargetView(curRenderTargetView_, colorRGBA);
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}
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if ((mask & (ClearFlag::DEPTH | ClearFlag::STENCIL)) && curDepthStencilView_) {
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if ((mask & (FBChannel::FB_DEPTH_BIT | FBChannel::FB_STENCIL_BIT)) && curDepthStencilView_) {
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UINT clearFlag = 0;
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if (mask & ClearFlag::DEPTH)
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if (mask & FBChannel::FB_DEPTH_BIT)
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clearFlag |= D3D11_CLEAR_DEPTH;
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if (mask & ClearFlag::STENCIL)
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if (mask & FBChannel::FB_STENCIL_BIT)
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clearFlag |= D3D11_CLEAR_STENCIL;
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context_->ClearDepthStencilView(curDepthStencilView_, clearFlag, depthVal, stencilVal);
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}
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}
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void D3D11DrawContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x, int y, int z, Framebuffer *dstfb, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) {
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void D3D11DrawContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x, int y, int z, Framebuffer *dstfb, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBit) {
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D3D11Framebuffer *src = (D3D11Framebuffer *)srcfb;
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D3D11Framebuffer *dst = (D3D11Framebuffer *)dstfb;
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ID3D11Texture2D *srcTex = nullptr;
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ID3D11Texture2D *dstTex = nullptr;
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switch (channelBits) {
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case FB_COLOR_BIT:
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switch (channelBit) {
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case FBChannel::FB_COLOR_BIT:
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srcTex = src->colorTex;
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dstTex = dst->colorTex;
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break;
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case FB_DEPTH_BIT:
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case FBChannel::FB_DEPTH_BIT:
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srcTex = src->depthStencilTex;
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dstTex = dst->depthStencilTex;
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break;
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@ -1171,7 +1171,7 @@ void D3D11DrawContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x
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return;
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}
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if (channelBits != FB_DEPTH_BIT) {
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if (channelBit != FBChannel::FB_DEPTH_BIT) {
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// Non-full copies are not supported for the depth channel.
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D3D11_BOX srcBox{ (UINT)x, (UINT)y, (UINT)z, (UINT)(x + width), (UINT)(y + height), (UINT)(z + depth) };
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context_->CopySubresourceRegion(dstTex, dstLevel, dstX, dstY, dstZ, srcTex, level, &srcBox);
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@ -911,10 +911,9 @@ static uint32_t SwapRB(uint32_t c) {
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void D3D9Context::Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) {
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UINT d3dMask = 0;
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if (mask & ClearFlag::COLOR) d3dMask |= D3DCLEAR_TARGET;
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if (mask & ClearFlag::DEPTH) d3dMask |= D3DCLEAR_ZBUFFER;
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if (mask & ClearFlag::STENCIL) d3dMask |= D3DCLEAR_STENCIL;
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if (mask & FBChannel::FB_COLOR_BIT) d3dMask |= D3DCLEAR_TARGET;
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if (mask & FBChannel::FB_DEPTH_BIT) d3dMask |= D3DCLEAR_ZBUFFER;
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if (mask & FBChannel::FB_STENCIL_BIT) d3dMask |= D3DCLEAR_STENCIL;
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device_->Clear(0, NULL, d3dMask, (D3DCOLOR)SwapRB(colorval), depthVal, stencilVal);
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}
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@ -1133,11 +1133,11 @@ void OpenGLContext::Clear(int mask, uint32_t colorval, float depthVal, int stenc
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float col[4];
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Uint8x4ToFloat4(col, colorval);
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GLuint glMask = 0;
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if (mask & ClearFlag::COLOR) {
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if (mask & FBChannel::FB_COLOR_BIT) {
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glClearColor(col[0], col[1], col[2], col[3]);
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glMask |= GL_COLOR_BUFFER_BIT;
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}
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if (mask & ClearFlag::DEPTH) {
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if (mask & FBChannel::FB_DEPTH_BIT) {
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#if defined(USING_GLES2)
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glClearDepthf(depthVal);
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#else
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@ -1145,7 +1145,7 @@ void OpenGLContext::Clear(int mask, uint32_t colorval, float depthVal, int stenc
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#endif
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glMask |= GL_DEPTH_BUFFER_BIT;
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}
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if (mask & ClearFlag::STENCIL) {
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if (mask & FBChannel::FB_STENCIL_BIT) {
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glClearStencil(stencilVal);
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glMask |= GL_STENCIL_BUFFER_BIT;
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}
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@ -1175,17 +1175,16 @@ void VKContext::DrawUP(const void *vdata, int vertexCount) {
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}
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void VKContext::Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) {
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if (mask & ClearFlag::COLOR) {
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if (mask & FBChannel::FB_COLOR_BIT) {
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VkClearColorValue col;
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Uint8x4ToFloat4(colorval, col.float32);
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/*
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VkRect3D rect;
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rect.extent.width =
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vkCmdClearColorAttachment(cmdBuf_, 0, imageLayout_, &col, 1, nullptr);
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*/
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}
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if (mask & (ClearFlag::DEPTH | ClearFlag::STENCIL)) {
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if (mask & (FBChannel::FB_DEPTH_BIT | FBChannel::FB_STENCIL_BIT)) {
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}
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}
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