Some simple renaming

This commit is contained in:
Henrik Rydgard 2017-02-04 11:47:19 +01:00
parent c3c6a6a2f3
commit 3ceb0a8540
10 changed files with 21 additions and 21 deletions

View File

@ -1304,7 +1304,7 @@ namespace DX9 {
// all the irrelevant state checking it'll use to decide what to do. Should
// do something more focused here.
SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
transformDraw_->Flush();
drawEngine_->Flush();
}
void FramebufferManagerDX9::Resized() {

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@ -51,8 +51,8 @@ public:
void SetShaderManager(ShaderManagerDX9 *sm) {
shaderManager_ = sm;
}
void SetTransformDrawEngine(DrawEngineDX9 *td) {
transformDraw_ = td;
void SetDrawEngine(DrawEngineDX9 *td) {
drawEngine_ = td;
}
virtual void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override;
@ -133,7 +133,7 @@ private:
TextureCacheDX9 *textureCache_;
ShaderManagerDX9 *shaderManager_;
DrawEngineDX9 *transformDraw_;
DrawEngineDX9 *drawEngine_;
// Used by post-processing shader
std::vector<FBO *> extraFBOs_;

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@ -412,7 +412,7 @@ GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
framebufferManagerDX9_->Init();
framebufferManagerDX9_->SetTextureCache(textureCacheDX9_);
framebufferManagerDX9_->SetShaderManager(shaderManagerDX9_);
framebufferManagerDX9_->SetTransformDrawEngine(&drawEngine_);
framebufferManagerDX9_->SetDrawEngine(&drawEngine_);
textureCacheDX9_->SetFramebufferManager(framebufferManagerDX9_);
textureCacheDX9_->SetDepalShaderCache(&depalShaderCache_);
textureCacheDX9_->SetShaderManager(shaderManagerDX9_);

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@ -509,8 +509,8 @@ void FramebufferManagerGLES::DrawActiveTexture(GLuint texture, float x, float y,
glEnableVertexAttribArray(program->a_position);
glEnableVertexAttribArray(program->a_texcoord0);
if (gstate_c.Supports(GPU_SUPPORTS_VAO)) {
transformDraw_->BindBuffer(pos, sizeof(pos), texCoords, sizeof(texCoords));
transformDraw_->BindElementBuffer(indices, sizeof(indices));
drawEngine_->BindBuffer(pos, sizeof(pos), texCoords, sizeof(texCoords));
drawEngine_->BindElementBuffer(indices, sizeof(indices));
glVertexAttribPointer(program->a_position, 3, GL_FLOAT, GL_FALSE, 12, 0);
glVertexAttribPointer(program->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, (void *)sizeof(pos));
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, 0);
@ -1963,7 +1963,7 @@ void FramebufferManagerGLES::FlushBeforeCopy() {
// all the irrelevant state checking it'll use to decide what to do. Should
// do something more focused here.
SetRenderFrameBuffer(gstate_c.IsDirty(DIRTY_FRAMEBUF), gstate_c.skipDrawReason);
transformDraw_->Flush();
drawEngine_->Flush();
}
void FramebufferManagerGLES::Resized() {

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@ -71,8 +71,8 @@ public:
void SetShaderManager(ShaderManagerGLES *sm) {
shaderManager_ = sm;
}
void SetTransformDrawEngine(DrawEngineGLES *td) {
transformDraw_ = td;
void SetDrawEngine(DrawEngineGLES *td) {
drawEngine_ = td;
}
void DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) override;
@ -166,7 +166,7 @@ private:
TextureCacheGLES *textureCache_;
ShaderManagerGLES *shaderManager_;
DrawEngineGLES *transformDraw_;
DrawEngineGLES *drawEngine_;
// Used by post-processing shader
std::vector<FBO *> extraFBOs_;

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@ -415,11 +415,11 @@ GPU_GLES::GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
framebufferManagerGL_->Init();
framebufferManagerGL_->SetTextureCache(textureCacheGL_);
framebufferManagerGL_->SetShaderManager(shaderManagerGL_);
framebufferManagerGL_->SetTransformDrawEngine(&drawEngine_);
framebufferManagerGL_->SetDrawEngine(&drawEngine_);
textureCacheGL_->SetFramebufferManager(framebufferManagerGL_);
textureCacheGL_->SetDepalShaderCache(&depalShaderCache_);
textureCacheGL_->SetShaderManager(shaderManagerGL_);
textureCacheGL_->SetTransformDrawEngine(&drawEngine_);
textureCacheGL_->SetDrawEngine(&drawEngine_);
fragmentTestCache_.SetTextureCache(textureCacheGL_);
// Sanity check gstate

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@ -850,7 +850,7 @@ void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFram
TextureShaderApplier shaderApply(depal, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight);
shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset);
shaderApply.Use(transformDraw_);
shaderApply.Use(drawEngine_);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, clutTexture);

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@ -65,8 +65,8 @@ public:
void SetShaderManager(ShaderManagerGLES *sm) {
shaderManager_ = sm;
}
void SetTransformDrawEngine(DrawEngineGLES *td) {
transformDraw_ = td;
void SetDrawEngine(DrawEngineGLES *td) {
drawEngine_ = td;
}
size_t NumLoadedTextures() const {
@ -129,7 +129,7 @@ private:
FramebufferManagerGLES *framebufferManager_;
DepalShaderCacheGLES *depalShaderCache_;
ShaderManagerGLES *shaderManager_;
DrawEngineGLES *transformDraw_;
DrawEngineGLES *drawEngine_;
const char *nextChangeReason_;
bool nextNeedsRehash_;

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@ -414,7 +414,7 @@ GPU_Vulkan::GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
textureCacheVulkan_->SetFramebufferManager(framebufferManagerVulkan_);
textureCacheVulkan_->SetDepalShaderCache(&depalShaderCache_);
textureCacheVulkan_->SetShaderManager(shaderManagerVulkan_);
textureCacheVulkan_->SetTransformDrawEngine(&drawEngine_);
textureCacheVulkan_->SetDrawEngine(&drawEngine_);
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {

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@ -111,8 +111,8 @@ public:
void SetShaderManager(ShaderManagerVulkan *sm) {
shaderManager_ = sm;
}
void SetTransformDrawEngine(DrawEngineVulkan *td) {
transformDraw_ = td;
void SetDrawEngine(DrawEngineVulkan *td) {
drawEngine_ = td;
}
size_t NumLoadedTextures() const {
@ -171,7 +171,7 @@ private:
FramebufferManagerVulkan *framebufferManager_;
DepalShaderCacheVulkan *depalShaderCache_;
ShaderManagerVulkan *shaderManager_;
DrawEngineVulkan *transformDraw_;
DrawEngineVulkan *drawEngine_;
const char *nextChangeReason_;
bool nextNeedsRehash_;