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https://github.com/dolphin-emu/dolphin.git
synced 2025-06-16 12:58:33 +02:00
VertexManager: Correct variable naming scheme
Altered to indicate regular class members
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@ -75,19 +75,19 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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void VertexManager::ResetBuffer(u32 stride)
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{
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if (s_cull_all)
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if (m_cull_all)
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{
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// This buffer isn't getting sent to the GPU. Just allocate it on the cpu.
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s_pCurBufferPointer = s_pBaseBufferPointer = m_cpu_v_buffer.data();
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s_pEndBufferPointer = s_pBaseBufferPointer + m_cpu_v_buffer.size();
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m_cur_buffer_pointer = m_base_buffer_pointer = m_cpu_v_buffer.data();
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m_end_buffer_pointer = m_base_buffer_pointer + m_cpu_v_buffer.size();
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IndexGenerator::Start((u16*)m_cpu_i_buffer.data());
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}
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else
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{
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auto buffer = s_vertexBuffer->Map(MAXVBUFFERSIZE, stride);
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s_pCurBufferPointer = s_pBaseBufferPointer = buffer.first;
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s_pEndBufferPointer = buffer.first + MAXVBUFFERSIZE;
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m_cur_buffer_pointer = m_base_buffer_pointer = buffer.first;
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m_end_buffer_pointer = buffer.first + MAXVBUFFERSIZE;
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s_baseVertex = buffer.second / stride;
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buffer = s_indexBuffer->Map(MAXIBUFFERSIZE * sizeof(u16));
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@ -102,7 +102,7 @@ void VertexManager::Draw(u32 stride)
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u32 max_index = IndexGenerator::GetNumVerts();
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GLenum primitive_mode = 0;
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switch (current_primitive_type)
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switch (m_current_primitive_type)
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{
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case PRIMITIVE_POINTS:
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primitive_mode = GL_POINTS;
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@ -131,7 +131,7 @@ void VertexManager::Draw(u32 stride)
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INCSTAT(stats.thisFrame.numDrawCalls);
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if (current_primitive_type != PRIMITIVE_TRIANGLES)
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if (m_current_primitive_type != PRIMITIVE_TRIANGLES)
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static_cast<Renderer*>(g_renderer.get())->SetGenerationMode();
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}
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@ -155,11 +155,11 @@ void VertexManager::vFlush(bool useDstAlpha)
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// the same pass as regular rendering.
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if (useDstAlpha && dualSourcePossible)
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{
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ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, current_primitive_type);
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ProgramShaderCache::SetShader(DSTALPHA_DUAL_SOURCE_BLEND, m_current_primitive_type);
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}
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else
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{
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ProgramShaderCache::SetShader(DSTALPHA_NONE, current_primitive_type);
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ProgramShaderCache::SetShader(DSTALPHA_NONE, m_current_primitive_type);
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}
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// upload global constants
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@ -173,7 +173,7 @@ void VertexManager::vFlush(bool useDstAlpha)
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// run through vertex groups again to set alpha
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if (useDstAlpha && !dualSourcePossible)
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{
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ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, current_primitive_type);
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ProgramShaderCache::SetShader(DSTALPHA_ALPHA_PASS, m_current_primitive_type);
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// only update alpha
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
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