D3D: Fixed StateManager member function name case

This commit is contained in:
Yuriy O'Donnell 2014-12-06 14:54:06 +01:00
parent 80459c52e9
commit 4392d3cd55
11 changed files with 98 additions and 98 deletions

View File

@ -110,7 +110,7 @@ public:
void PopDepthState(); void PopDepthState();
void PopRasterizerState(); void PopRasterizerState();
void setTexture(u32 index, ID3D11ShaderResourceView* texture) void SetTexture(u32 index, ID3D11ShaderResourceView* texture)
{ {
if (m_current.textures[index] != texture) if (m_current.textures[index] != texture)
{ {
@ -119,7 +119,7 @@ public:
} }
} }
void setSampler(u32 index, ID3D11SamplerState* sampler) void SetSampler(u32 index, ID3D11SamplerState* sampler)
{ {
if (m_current.samplers[index] != sampler) if (m_current.samplers[index] != sampler)
{ {
@ -128,7 +128,7 @@ public:
} }
} }
void setPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr) void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
{ {
if (m_current.pixelConstants[0] != buffer0) if (m_current.pixelConstants[0] != buffer0)
{ {
@ -143,7 +143,7 @@ public:
} }
} }
void setVertexConstants(ID3D11Buffer* buffer) void SetVertexConstants(ID3D11Buffer* buffer)
{ {
if (m_current.vertexConstants != buffer) if (m_current.vertexConstants != buffer)
{ {
@ -152,7 +152,7 @@ public:
} }
} }
void setGeometryConstants(ID3D11Buffer* buffer) void SetGeometryConstants(ID3D11Buffer* buffer)
{ {
if (m_current.geometryConstants != buffer) if (m_current.geometryConstants != buffer)
{ {
@ -161,7 +161,7 @@ public:
} }
} }
void setVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset) void SetVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
{ {
if (m_current.vertexBuffer != buffer || if (m_current.vertexBuffer != buffer ||
m_current.vertexBufferStride != stride || m_current.vertexBufferStride != stride ||
@ -174,7 +174,7 @@ public:
} }
} }
void setIndexBuffer(ID3D11Buffer* buffer) void SetIndexBuffer(ID3D11Buffer* buffer)
{ {
if (m_current.indexBuffer != buffer) if (m_current.indexBuffer != buffer)
{ {
@ -183,7 +183,7 @@ public:
} }
} }
void setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology) void SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
{ {
if (m_current.topology != topology) if (m_current.topology != topology)
{ {
@ -192,7 +192,7 @@ public:
} }
} }
void setInputLayout(ID3D11InputLayout* layout) void SetInputLayout(ID3D11InputLayout* layout)
{ {
if (m_current.inputLayout != layout) if (m_current.inputLayout != layout)
{ {
@ -201,7 +201,7 @@ public:
} }
} }
void setPixelShader(ID3D11PixelShader* shader) void SetPixelShader(ID3D11PixelShader* shader)
{ {
if (m_current.pixelShader != shader) if (m_current.pixelShader != shader)
{ {
@ -210,13 +210,13 @@ public:
} }
} }
void setPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount) void SetPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount)
{ {
D3D::context->PSSetShader(shader, classInstances, classInstancesCount); D3D::context->PSSetShader(shader, classInstances, classInstancesCount);
m_pending.pixelShader = shader; m_pending.pixelShader = shader;
} }
void setVertexShader(ID3D11VertexShader* shader) void SetVertexShader(ID3D11VertexShader* shader)
{ {
if (m_current.vertexShader != shader) if (m_current.vertexShader != shader)
{ {
@ -225,7 +225,7 @@ public:
} }
} }
void setGeometryShader(ID3D11GeometryShader* shader) void SetGeometryShader(ID3D11GeometryShader* shader)
{ {
if (m_current.geometryShader != shader) if (m_current.geometryShader != shader)
{ {

View File

@ -347,12 +347,12 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
D3D::stateman->PushBlendState(m_blendstate); D3D::stateman->PushBlendState(m_blendstate);
D3D::stateman->PushRasterizerState(m_raststate); D3D::stateman->PushRasterizerState(m_raststate);
D3D::stateman->setPixelShader(m_pshader); D3D::stateman->SetPixelShader(m_pshader);
D3D::stateman->setVertexShader(m_vshader); D3D::stateman->SetVertexShader(m_vshader);
D3D::stateman->setInputLayout(m_InputLayout); D3D::stateman->SetInputLayout(m_InputLayout);
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::stateman->setTexture(0, m_pTexture); D3D::stateman->SetTexture(0, m_pTexture);
float fStartX = sx; float fStartX = sx;
for (char c : text) for (char c : text)
@ -391,7 +391,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
{ {
context->Unmap(m_pVB, 0); context->Unmap(m_pVB, 0);
D3D::stateman->setVertexBuffer(m_pVB, stride, bufoffset); D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->Apply(); D3D::stateman->Apply();
D3D::context->Draw(3 * dwNumTriangles, 0); D3D::context->Draw(3 * dwNumTriangles, 0);
@ -409,7 +409,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
context->Unmap(m_pVB, 0); context->Unmap(m_pVB, 0);
if (dwNumTriangles > 0) if (dwNumTriangles > 0)
{ {
D3D::stateman->setVertexBuffer(m_pVB, stride, bufoffset); D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->Apply(); D3D::stateman->Apply();
D3D::context->Draw(3 * dwNumTriangles, 0); D3D::context->Draw(3 * dwNumTriangles, 0);
@ -497,12 +497,12 @@ void ShutdownUtils()
void SetPointCopySampler() void SetPointCopySampler()
{ {
D3D::stateman->setSampler(0, point_copy_sampler); D3D::stateman->SetSampler(0, point_copy_sampler);
} }
void SetLinearCopySampler() void SetLinearCopySampler()
{ {
D3D::stateman->setSampler(0, linear_copy_sampler); D3D::stateman->SetSampler(0, linear_copy_sampler);
} }
void drawShadedTexQuad(ID3D11ShaderResourceView* texture, void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
@ -546,17 +546,17 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
UINT stride = sizeof(STQVertex); UINT stride = sizeof(STQVertex);
UINT offset = 0; UINT offset = 0;
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->setInputLayout(layout); D3D::stateman->SetInputLayout(layout);
D3D::stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset); D3D::stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
D3D::stateman->setPixelShader(PShader); D3D::stateman->SetPixelShader(PShader);
D3D::stateman->setTexture(0, texture); D3D::stateman->SetTexture(0, texture);
D3D::stateman->setVertexShader(Vshader); D3D::stateman->SetVertexShader(Vshader);
D3D::stateman->Apply(); D3D::stateman->Apply();
D3D::context->Draw(4, stq_offset); D3D::context->Draw(4, stq_offset);
D3D::stateman->setTexture(0, nullptr); // immediately unbind the texture D3D::stateman->SetTexture(0, nullptr); // immediately unbind the texture
D3D::stateman->Apply(); D3D::stateman->Apply();
} }
@ -604,17 +604,17 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
UINT stride = sizeof(STSQVertex); UINT stride = sizeof(STSQVertex);
UINT offset = 0; UINT offset = 0;
stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset); stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->setInputLayout(layout); stateman->SetInputLayout(layout);
stateman->setTexture(0, texture); stateman->SetTexture(0, texture);
stateman->setPixelShader(PShader); stateman->SetPixelShader(PShader);
stateman->setVertexShader(Vshader); stateman->SetVertexShader(Vshader);
stateman->Apply(); stateman->Apply();
context->Draw(4, stsq_offset); context->Draw(4, stsq_offset);
stateman->setTexture(0, nullptr); // immediately unbind the texture stateman->SetTexture(0, nullptr); // immediately unbind the texture
stateman->Apply(); stateman->Apply();
} }
@ -644,14 +644,14 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
draw_quad_data.col = Color; draw_quad_data.col = Color;
} }
stateman->setVertexShader(VertexShaderCache::GetClearVertexShader()); stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
stateman->setPixelShader(PixelShaderCache::GetClearProgram()); stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
stateman->setInputLayout(VertexShaderCache::GetClearInputLayout()); stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
UINT stride = sizeof(ColVertex); UINT stride = sizeof(ColVertex);
UINT offset = 0; UINT offset = 0;
stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset); stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->Apply(); stateman->Apply();
context->Draw(4, cq_offset); context->Draw(4, cq_offset);
@ -675,14 +675,14 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
clear_quad_data.z = z; clear_quad_data.z = z;
} }
stateman->setVertexShader(Vshader); stateman->SetVertexShader(Vshader);
stateman->setPixelShader(PShader); stateman->SetPixelShader(PShader);
stateman->setInputLayout(layout); stateman->SetInputLayout(layout);
UINT stride = sizeof(ClearVertex); UINT stride = sizeof(ClearVertex);
UINT offset = 0; UINT offset = 0;
stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset); stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->Apply(); stateman->Apply();
context->Draw(4, clearq_offset); context->Draw(4, clearq_offset);

View File

@ -224,8 +224,8 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f", DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
lineWidth, texOffset, vpWidth, vpHeight); lineWidth, texOffset, vpWidth, vpHeight);
D3D::stateman->setGeometryShader(shaderIt->second); D3D::stateman->SetGeometryShader(shaderIt->second);
D3D::stateman->setGeometryConstants(m_paramsBuffer); D3D::stateman->SetGeometryConstants(m_paramsBuffer);
return true; return true;
} }

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@ -138,7 +138,7 @@ void D3DVertexFormat::SetupVertexPointers()
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__); if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline"); DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
} }
DX11::D3D::stateman->setInputLayout(m_layout); DX11::D3D::stateman->SetInputLayout(m_layout);
} }
} // namespace DX11 } // namespace DX11

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@ -1083,7 +1083,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf)) if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
#endif #endif
{ {
D3D::stateman->setVertexShader(m_vShader); D3D::stateman->SetVertexShader(m_vShader);
D3D::stateman->PushBlendState(m_efbEncodeBlendState); D3D::stateman->PushBlendState(m_efbEncodeBlendState);
D3D::stateman->PushDepthState(m_efbEncodeDepthState); D3D::stateman->PushDepthState(m_efbEncodeDepthState);
@ -1092,11 +1092,11 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2), FLOAT(numBlocksY)); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2), FLOAT(numBlocksY));
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
D3D::stateman->setInputLayout(m_quadLayout); D3D::stateman->SetInputLayout(m_quadLayout);
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
UINT stride = sizeof(QuadVertex); UINT stride = sizeof(QuadVertex);
UINT offset = 0; UINT offset = 0;
D3D::stateman->setVertexBuffer(m_quad, stride, offset); D3D::stateman->SetVertexBuffer(m_quad, stride, offset);
EFBRectangle fullSrcRect; EFBRectangle fullSrcRect;
fullSrcRect.left = 0; fullSrcRect.left = 0;
@ -1125,10 +1125,10 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
// expecting the blurred edges around multisampled shapes. // expecting the blurred edges around multisampled shapes.
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV(); FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
D3D::stateman->setVertexConstants(m_encodeParams); D3D::stateman->SetVertexConstants(m_encodeParams);
D3D::stateman->setPixelConstants(m_encodeParams); D3D::stateman->SetPixelConstants(m_encodeParams);
D3D::stateman->setTexture(0, pEFB); D3D::stateman->SetTexture(0, pEFB);
D3D::stateman->setSampler(0, m_efbSampler); D3D::stateman->SetSampler(0, m_efbSampler);
// Encode! // Encode!
@ -1144,13 +1144,13 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
D3D::context->OMSetRenderTargets(0, nullptr, nullptr); D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
D3D::stateman->setSampler(0, nullptr); D3D::stateman->SetSampler(0, nullptr);
D3D::stateman->setTexture(0, nullptr); D3D::stateman->SetTexture(0, nullptr);
D3D::stateman->setPixelConstants(nullptr); D3D::stateman->SetPixelConstants(nullptr);
D3D::stateman->setVertexConstants(nullptr); D3D::stateman->SetVertexConstants(nullptr);
D3D::stateman->setPixelShader(nullptr); D3D::stateman->SetPixelShader(nullptr);
D3D::stateman->setVertexBuffer(nullptr, 0, 0); D3D::stateman->SetVertexBuffer(nullptr, 0, 0);
D3D::stateman->PopRasterizerState(); D3D::stateman->PopRasterizerState();
D3D::stateman->PopDepthState(); D3D::stateman->PopDepthState();
@ -1272,7 +1272,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelF
{ {
if (it->second) if (it->second)
{ {
D3D::stateman->setPixelShader(it->second); D3D::stateman->SetPixelShader(it->second);
return true; return true;
} }
else else
@ -1432,7 +1432,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
if (m_generatorSlot != UINT(-1)) if (m_generatorSlot != UINT(-1))
m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum]; m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];
D3D::stateman->setPixelShaderDynamic(m_dynamicShader, D3D::stateman->SetPixelShaderDynamic(m_dynamicShader,
m_linkageArray.empty() ? nullptr : &m_linkageArray[0], m_linkageArray.empty() ? nullptr : &m_linkageArray[0],
(UINT)m_linkageArray.size()); (UINT)m_linkageArray.size());

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@ -218,8 +218,8 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f", DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
pointSize, texOffset, vpWidth, vpHeight); pointSize, texOffset, vpWidth, vpHeight);
D3D::stateman->setGeometryShader(shaderIt->second); D3D::stateman->SetGeometryShader(shaderIt->second);
D3D::stateman->setGeometryConstants(m_paramsBuffer); D3D::stateman->SetGeometryConstants(m_paramsBuffer);
return true; return true;
} }

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@ -356,7 +356,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead // depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
D3D::stateman->setPixelConstants(0, access_efb_cbuf); D3D::stateman->SetPixelConstants(0, access_efb_cbuf);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr);
D3D::SetPointCopySampler(); D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(), D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
@ -1010,7 +1010,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
{ {
// TODO: cache SamplerState directly, not d3d object // TODO: cache SamplerState directly, not d3d object
gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy; gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
D3D::stateman->setSampler(stage, gx_state_cache.Get(gx_state.sampler[stage])); D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
} }
if (bUseDstAlpha) if (bUseDstAlpha)
@ -1023,11 +1023,11 @@ void Renderer::ApplyState(bool bUseDstAlpha)
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer(); ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
ID3D11Buffer* pixelConstants = PixelShaderCache::GetConstantBuffer(); ID3D11Buffer* pixelConstants = PixelShaderCache::GetConstantBuffer();
D3D::stateman->setPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr); D3D::stateman->SetPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->setVertexConstants(vertexConstants); D3D::stateman->SetVertexConstants(vertexConstants);
D3D::stateman->setPixelShader(PixelShaderCache::GetActiveShader()); D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader());
D3D::stateman->setVertexShader(VertexShaderCache::GetActiveShader()); D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader());
} }
void Renderer::RestoreState() void Renderer::RestoreState()

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@ -151,7 +151,7 @@ void Television::Render()
MathUtil::Rectangle<int> sourceRc(0, 0, int(m_curWidth), int(m_curHeight)); MathUtil::Rectangle<int> sourceRc(0, 0, int(m_curWidth), int(m_curHeight));
MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f); MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f);
D3D::stateman->setSampler(0, m_samplerState); D3D::stateman->SetSampler(0, m_samplerState);
D3D::drawShadedTexSubQuad( D3D::drawShadedTexSubQuad(
m_yuyvTextureSRV, &sourceRc, m_yuyvTextureSRV, &sourceRc,

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@ -30,7 +30,7 @@ TextureCache::TCacheEntry::~TCacheEntry()
void TextureCache::TCacheEntry::Bind(unsigned int stage) void TextureCache::TCacheEntry::Bind(unsigned int stage)
{ {
D3D::stateman->setTexture(stage, texture->GetSRV()); D3D::stateman->SetTexture(stage, texture->GetSRV());
} }
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level) bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
@ -144,7 +144,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid); CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid);
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture"); D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
} }
D3D::stateman->setPixelConstants(efbcopycbuf[cbufid]); D3D::stateman->SetPixelConstants(efbcopycbuf[cbufid]);
const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect); const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
// TODO: try targetSource.asRECT(); // TODO: try targetSource.asRECT();

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@ -128,15 +128,15 @@ void VertexManager::Draw(u32 stride)
u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components; u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
u32 indices = IndexGenerator::GetIndexLen(); u32 indices = IndexGenerator::GetIndexLen();
D3D::stateman->setVertexBuffer(m_buffers[m_currentBuffer], stride, 0); D3D::stateman->SetVertexBuffer(m_buffers[m_currentBuffer], stride, 0);
D3D::stateman->setIndexBuffer(m_buffers[m_currentBuffer]); D3D::stateman->SetIndexBuffer(m_buffers[m_currentBuffer]);
u32 baseVertex = m_vertexDrawOffset / stride; u32 baseVertex = m_vertexDrawOffset / stride;
u32 startIndex = m_indexDrawOffset / sizeof(u16); u32 startIndex = m_indexDrawOffset / sizeof(u16);
if (current_primitive_type == PRIMITIVE_TRIANGLES) if (current_primitive_type == PRIMITIVE_TRIANGLES)
{ {
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->Apply(); D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex); D3D::context->DrawIndexed(indices, startIndex, baseVertex);
@ -158,14 +158,14 @@ void VertexManager::Draw(u32 stride)
if (m_lineShader.SetShader(components, lineWidth, if (m_lineShader.SetShader(components, lineWidth,
texOffset, vpWidth, vpHeight, texOffsetEnable)) texOffset, vpWidth, vpHeight, texOffsetEnable))
{ {
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST); D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::stateman->Apply(); D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex); D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls); INCSTAT(stats.thisFrame.numDrawCalls);
D3D::stateman->setGeometryShader(nullptr); D3D::stateman->SetGeometryShader(nullptr);
} }
} }
else //if (current_primitive_type == PRIMITIVE_POINTS) else //if (current_primitive_type == PRIMITIVE_POINTS)
@ -183,14 +183,14 @@ void VertexManager::Draw(u32 stride)
if (m_pointShader.SetShader(components, pointSize, if (m_pointShader.SetShader(components, pointSize,
texOffset, vpWidth, vpHeight, texOffsetEnable)) texOffset, vpWidth, vpHeight, texOffsetEnable))
{ {
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::stateman->Apply(); D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex); D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls); INCSTAT(stats.thisFrame.numDrawCalls);
D3D::stateman->setGeometryShader(nullptr); D3D::stateman->SetGeometryShader(nullptr);
} }
} }
} }

View File

@ -280,8 +280,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
// Set up all the state for XFB encoding // Set up all the state for XFB encoding
D3D::stateman->setPixelShader(m_pShader); D3D::stateman->SetPixelShader(m_pShader);
D3D::stateman->setVertexShader(m_vShader); D3D::stateman->SetVertexShader(m_vShader);
D3D::stateman->PushBlendState(m_xfbEncodeBlendState); D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
D3D::stateman->PushDepthState(m_xfbEncodeDepthState); D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
@ -290,11 +290,11 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height)); D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height));
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
D3D::stateman->setInputLayout(m_quadLayout); D3D::stateman->SetInputLayout(m_quadLayout);
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
UINT stride = sizeof(QuadVertex); UINT stride = sizeof(QuadVertex);
UINT offset = 0; UINT offset = 0;
D3D::stateman->setVertexBuffer(m_quad, stride, offset); D3D::stateman->SetVertexBuffer(m_quad, stride, offset);
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect); TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
@ -312,10 +312,10 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV(); ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
D3D::stateman->setVertexConstants(m_encodeParams); D3D::stateman->SetVertexConstants(m_encodeParams);
D3D::stateman->setPixelConstants(m_encodeParams); D3D::stateman->SetPixelConstants(m_encodeParams);
D3D::stateman->setTexture(0, pEFB); D3D::stateman->SetTexture(0, pEFB);
D3D::stateman->setSampler(0, m_efbSampler); D3D::stateman->SetSampler(0, m_efbSampler);
// Encode! // Encode!
@ -331,13 +331,13 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
D3D::context->OMSetRenderTargets(0, nullptr, nullptr); D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
D3D::stateman->setSampler(0, nullptr); D3D::stateman->SetSampler(0, nullptr);
D3D::stateman->setTexture(0, nullptr); D3D::stateman->SetTexture(0, nullptr);
D3D::stateman->setPixelConstants(nullptr); D3D::stateman->SetPixelConstants(nullptr);
D3D::stateman->setVertexConstants(nullptr); D3D::stateman->SetVertexConstants(nullptr);
D3D::stateman->setPixelShader(nullptr); D3D::stateman->SetPixelShader(nullptr);
D3D::stateman->setVertexShader(nullptr); D3D::stateman->SetVertexShader(nullptr);
D3D::stateman->PopRasterizerState(); D3D::stateman->PopRasterizerState();
D3D::stateman->PopDepthState(); D3D::stateman->PopDepthState();