Rename SetTextures to BindTextures

This commit is contained in:
Henrik Rydgård 2016-12-23 23:56:50 +01:00
parent 1c0c755b03
commit 97d029972e
13 changed files with 23 additions and 23 deletions

View File

@ -218,7 +218,7 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight)
int indexes[] = {0, 1, 2, 0, 2, 3};
idata->SetData((const uint8_t *)indexes, sizeof(indexes));
thin3d->SetTexture(0, fbTex);
thin3d->BindTexture(0, fbTex);
Thin3DShaderSet *texColor = thin3d->GetShaderSetPreset(SS_TEXTURE_COLOR_2D);
static const float identity4x4[16] = {

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@ -251,7 +251,7 @@ void GameButton::Draw(UIContext &dc) {
if (texture) {
dc.Draw()->Flush();
dc.GetThin3DContext()->SetTexture(0, texture);
dc.GetThin3DContext()->BindTexture(0, texture);
if (holdStart_ != 0.0) {
double time_held = time_now_d() - holdStart_;
int holdFrameCount = (int)(time_held * 60.0f);
@ -1013,9 +1013,9 @@ bool MainScreen::DrawBackgroundFor(UIContext &dc, const std::string &gamePath, f
}
if (ginfo->pic1Texture) {
dc.GetThin3DContext()->SetTexture(0, ginfo->pic1Texture);
dc.GetThin3DContext()->BindTexture(0, ginfo->pic1Texture);
} else if (ginfo->pic0Texture) {
dc.GetThin3DContext()->SetTexture(0, ginfo->pic0Texture);
dc.GetThin3DContext()->BindTexture(0, ginfo->pic0Texture);
}
uint32_t color = whiteAlpha(ease(progress)) & 0xFFc0c0c0;

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@ -110,11 +110,11 @@ void DrawGameBackground(UIContext &dc, const std::string &gamePath) {
bool hasPic = false;
double loadTime;
if (ginfo->pic1Texture) {
dc.GetThin3DContext()->SetTexture(0, ginfo->pic1Texture);
dc.GetThin3DContext()->BindTexture(0, ginfo->pic1Texture);
loadTime = ginfo->timePic1WasLoaded;
hasPic = true;
} else if (ginfo->pic0Texture) {
dc.GetThin3DContext()->SetTexture(0, ginfo->pic0Texture);
dc.GetThin3DContext()->BindTexture(0, ginfo->pic0Texture);
loadTime = ginfo->timePic0WasLoaded;
hasPic = true;
}

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@ -91,7 +91,7 @@ void AsyncImageFileView::Draw(UIContext &dc) {
// TODO: involve sizemode
if (texture_) {
dc.Flush();
dc.GetThin3DContext()->SetTexture(0, texture_);
dc.GetThin3DContext()->BindTexture(0, texture_);
dc.Draw()->Rect(bounds_.x, bounds_.y, bounds_.w, bounds_.h, color_);
dc.Flush();
dc.RebindTexture();

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@ -229,7 +229,7 @@ void SavedataButton::Draw(UIContext &dc) {
if (texture) {
dc.Draw()->Flush();
dc.GetThin3DContext()->SetTexture(0, texture);
dc.GetThin3DContext()->BindTexture(0, texture);
dc.Draw()->DrawTexRect(x, y, x + w, y + h, 0, 0, 1, 1, color);
dc.Draw()->Flush();
}

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@ -155,7 +155,7 @@ void HttpImageFileView::Draw(UIContext &dc) {
// TODO: involve sizemode
if (texture_) {
dc.Flush();
dc.GetThin3DContext()->SetTexture(0, texture_);
dc.GetThin3DContext()->BindTexture(0, texture_);
dc.Draw()->Rect(bounds_.x, bounds_.y, bounds_.w, bounds_.h, color_);
dc.Flush();
dc.RebindTexture();

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@ -287,7 +287,7 @@ void TextDrawer::DrawString(DrawBuffer &target, const char *str, float x, float
cache_[entryHash] = entry;
}
thin3d_->SetTexture(0, entry->texture);
thin3d_->BindTexture(0, entry->texture);
// Okay, the texture is bound, let's draw.
float w = entry->bmWidth * fontScaleX_;
@ -398,7 +398,7 @@ void TextDrawer::DrawString(DrawBuffer &target, const char *str, float x, float
if (iter != cache_.end()) {
entry = iter->second;
entry->lastUsedFrame = frameCount_;
thin3d_->SetTexture(0, entry->texture);
thin3d_->BindTexture(0, entry->texture);
} else {
QFont *font = fontMap_.find(fontHash_)->second;
QFontMetrics fm(*font);

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@ -382,10 +382,10 @@ public:
virtual void SetSamplerStates(int start, int count, Thin3DSamplerState **state) = 0;
virtual void SetDepthStencilState(Thin3DDepthStencilState *state) = 0;
virtual void SetRasterState(Thin3DRasterState *state) = 0;
virtual void SetTextures(int start, int count, Thin3DTexture **textures) = 0;
void SetTexture(int stage, Thin3DTexture *texture) {
SetTextures(stage, 1, &texture);
virtual void BindTextures(int start, int count, Thin3DTexture **textures) = 0;
void BindTexture(int stage, Thin3DTexture *texture) {
BindTextures(stage, 1, &texture);
} // from sampler 0 and upwards
// Raster state

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@ -467,7 +467,7 @@ public:
bs->Apply(device_);
}
void SetTextures(int start, int count, Thin3DTexture **textures);
void BindTextures(int start, int count, Thin3DTexture **textures);
// Raster state
void SetScissorEnabled(bool enable);
@ -603,7 +603,7 @@ Thin3DTexture *Thin3DDX9Context::CreateTexture(T3DTextureType type, T3DDataForma
return tex;
}
void Thin3DDX9Context::SetTextures(int start, int count, Thin3DTexture **textures) {
void Thin3DDX9Context::BindTextures(int start, int count, Thin3DTexture **textures) {
for (int i = start; i < start + count; i++) {
Thin3DDX9Texture *tex = static_cast<Thin3DDX9Texture *>(textures[i - start]);
tex->SetToSampler(device_, i);

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@ -447,7 +447,7 @@ public:
#endif
}
void SetTextures(int start, int count, Thin3DTexture **textures) override;
void BindTextures(int start, int count, Thin3DTexture **textures) override;
// TODO: Add more sophisticated draws.
void Draw(T3DPrimitive prim, Thin3DShaderSet *shaderSet, Thin3DVertexFormat *format, Thin3DBuffer *vdata, int vertexCount, int offset) override;
@ -794,7 +794,7 @@ Thin3DShaderSet *Thin3DGLContext::CreateShaderSet(Thin3DShader *vshader, Thin3DS
}
}
void Thin3DGLContext::SetTextures(int start, int count, Thin3DTexture **textures) {
void Thin3DGLContext::BindTextures(int start, int count, Thin3DTexture **textures) {
for (int i = start; i < start + count; i++) {
Thin3DGLTexture *glTex = static_cast<Thin3DGLTexture *>(textures[i]);
glActiveTexture(GL_TEXTURE0 + i);

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@ -419,7 +419,7 @@ public:
void SetViewports(int count, T3DViewport *viewports) override;
void SetTextures(int start, int count, Thin3DTexture **textures) override;
void BindTextures(int start, int count, Thin3DTexture **textures) override;
void SetSamplerStates(int start, int count, Thin3DSamplerState **state) override;
@ -1018,7 +1018,7 @@ Thin3DShaderSet *Thin3DVKContext::CreateShaderSet(Thin3DShader *vshader, Thin3DS
}
}
void Thin3DVKContext::SetTextures(int start, int count, Thin3DTexture **textures) {
void Thin3DVKContext::BindTextures(int start, int count, Thin3DTexture **textures) {
for (int i = start; i < start + count; i++) {
boundTextures_[i] = static_cast<Thin3DVKTexture *>(textures[i]);
}

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@ -47,7 +47,7 @@ void UIContext::Begin() {
thin3d_->SetSamplerStates(0, 1, &sampler_);
thin3d_->SetDepthStencilState(depth_);
thin3d_->SetRasterState(rasterNoCull_);
thin3d_->SetTexture(0, uitexture_);
thin3d_->BindTexture(0, uitexture_);
thin3d_->SetScissorEnabled(false);
UIBegin(uishader_);
}
@ -61,7 +61,7 @@ void UIContext::BeginNoTex() {
}
void UIContext::RebindTexture() const {
thin3d_->SetTexture(0, uitexture_);
thin3d_->BindTexture(0, uitexture_);
}
void UIContext::Flush() {

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@ -713,7 +713,7 @@ void Thin3DTextureView::Draw(UIContext &dc) {
// TODO: involve sizemode
if (texture_) {
dc.Flush();
dc.GetThin3DContext()->SetTexture(0, texture_);
dc.GetThin3DContext()->BindTexture(0, texture_);
dc.Draw()->Rect(bounds_.x, bounds_.y, bounds_.w, bounds_.h, color_);
dc.Flush();
dc.RebindTexture();