mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-10 08:09:26 +01:00
Merge pull request #1582 from Stevoisiak/newImprovedFormatting
More formatting and consistency fixes
This commit is contained in:
commit
aa92797f93
@ -61,7 +61,7 @@ void Shutdown();
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void RegisterMMIO(MMIO::Mapping* mmio, u32 base);
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DSPEmulator *GetDSPEmulator();
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DSPEmulator* GetDSPEmulator();
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void DoState(PointerWrap &p);
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@ -9,7 +9,7 @@
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class ROMUCode : public UCodeInterface
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{
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public:
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ROMUCode(DSPHLE *dsphle, u32 crc);
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ROMUCode(DSPHLE* dsphle, u32 crc);
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virtual ~ROMUCode();
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u32 GetUpdateMs() override;
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@ -18,7 +18,7 @@
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#include "Core/HW/DSPHLE/UCodes/UCodes.h"
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#include "Core/HW/DSPHLE/UCodes/Zelda.h"
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UCodeInterface* UCodeFactory(u32 crc, DSPHLE *dsphle, bool wii)
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UCodeInterface* UCodeFactory(u32 crc, DSPHLE* dsphle, bool wii)
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{
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switch (crc)
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{
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@ -19,13 +19,9 @@ class IVolume;
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IBannerLoader* CreateBannerLoader(DiscIO::IFileSystem& _rFileSystem, DiscIO::IVolume *pVolume)
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{
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if (IsVolumeWiiDisc(pVolume) || IsVolumeWadFile(pVolume))
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{
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return new CBannerLoaderWii(pVolume);
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}
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if (_rFileSystem.IsValid())
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{
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return new CBannerLoaderGC(_rFileSystem, pVolume);
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}
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return nullptr;
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}
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@ -129,7 +129,7 @@ private:
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u8 m_TMDView[TMD_VIEW_SIZE];
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u8 m_TMDHeader[TMD_HEADER_SIZE];
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u32 m_TIKSize;
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u8 *m_TIK;
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u8* m_TIK;
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u8 m_Country;
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std::vector<SNANDContent> m_Content;
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@ -267,19 +267,13 @@ bool CNANDContentLoader::Initialize(const std::string& _rName)
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rContent.m_pData = nullptr;
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if (rContent.m_Type & 0x8000) // shared app
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{
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rContent.m_Filename = CSharedContent::AccessInstance().GetFilenameFromSHA1(rContent.m_SHA1Hash);
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}
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else
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{
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rContent.m_Filename = StringFromFormat("%s/%08x.app", m_Path.c_str(), rContent.m_ContentID);
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}
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// Be graceful about incorrect tmds.
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if (File::Exists(rContent.m_Filename))
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{
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rContent.m_Size = (u32) File::GetSize(rContent.m_Filename);
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}
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}
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delete [] pTMD;
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@ -484,13 +478,9 @@ u64 CNANDContentManager::Install_WiiWAD(std::string &fileName)
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std::string APPFileName;
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if (Content.m_Type & 0x8000) //shared
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{
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APPFileName = CSharedContent::AccessInstance().AddSharedContent(Content.m_SHA1Hash);
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}
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else
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{
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APPFileName = StringFromFormat("%s%08x.app", ContentPath.c_str(), Content.m_ContentID);
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}
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if (!File::Exists(APPFileName))
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{
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@ -522,7 +512,7 @@ u64 CNANDContentManager::Install_WiiWAD(std::string &fileName)
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return TitleID;
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}
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bool Add_Ticket(u64 TitleID, const u8 *p_tik, u32 tikSize)
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bool Add_Ticket(u64 TitleID, const u8* p_tik, u32 tikSize)
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{
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std::string TicketFileName = Common::GetTicketFileName(TitleID);
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File::CreateFullPath(TicketFileName);
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@ -66,9 +66,7 @@ bool CVolumeWiiCrypted::Read(u64 _ReadOffset, u64 _Length, u8* _pBuffer) const
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// read current block
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if (!m_pReader->Read(m_VolumeOffset + m_dataOffset + Block * 0x8000, 0x8000, m_pBuffer))
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{
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return(false);
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}
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if (m_LastDecryptedBlockOffset != Block)
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{
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@ -98,7 +98,7 @@ namespace ButtonManager
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delete bind.second;
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_inputbinds.clear();
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}
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void AddBind(sBind *bind) { _inputbinds[std::make_pair(bind->_padID, bind->_buttontype)] = bind; }
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void AddBind(sBind* bind) { _inputbinds[std::make_pair(bind->_padID, bind->_buttontype)] = bind; }
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void PressEvent(int button, int action);
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void AxisEvent(int axis, float value);
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bool ButtonValue(int padID, ButtonType button);
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@ -113,7 +113,7 @@ GameListItem::GameListItem(const std::string& _rFileName)
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m_Valid = true;
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// Create a cache file only if we have an image.
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// Wii isos create their images after you have generated the first savegame
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// Wii ISOs create their images after you have generated the first savegame
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if (!m_pImage.empty())
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SaveToCache();
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}
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@ -128,7 +128,7 @@ bool DolphinApp::Initialize(int& c, wxChar **v)
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return wxApp::Initialize(c, v);
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}
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// The `main program' equivalent that creates the main window and return the main frame
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// The 'main program' equivalent that creates the main window and return the main frame
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bool DolphinApp::OnInit()
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{
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@ -61,7 +61,7 @@ unsigned int GetMaxTextureSize();
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HRESULT SetFullscreenState(bool enable_fullscreen);
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HRESULT GetFullscreenState(bool* fullscreen_state);
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// Ihis function will assign a name to the given resource.
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// This function will assign a name to the given resource.
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// The DirectX debug layer will make it easier to identify resources that way,
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// e.g. when listing up all resources who have unreleased references.
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template <typename T>
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@ -76,11 +76,11 @@ void SetDebugObjectName(T resource, const char* name)
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} // namespace D3D
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typedef HRESULT (WINAPI *CREATEDXGIFACTORY)(REFIID, void**);
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typedef HRESULT (WINAPI* CREATEDXGIFACTORY)(REFIID, void**);
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extern CREATEDXGIFACTORY PCreateDXGIFactory;
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typedef HRESULT (WINAPI *D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
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typedef HRESULT (WINAPI* D3D11CREATEDEVICE)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
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typedef HRESULT (WINAPI *D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**);
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typedef HRESULT (WINAPI* D3DREFLECT)(LPCVOID, SIZE_T, REFIID, void**);
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extern D3DREFLECT PD3DReflect;
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extern pD3DCompile PD3DCompile;
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@ -183,9 +183,7 @@ ID3D11BlendState* StateCache::Get(BlendState state)
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auto it = m_blend.find(state.packed);
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if (it != m_blend.end())
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{
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return it->second;
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}
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D3D11_BLEND_DESC blenddc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
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@ -256,9 +254,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizerState state)
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auto it = m_raster.find(state.packed);
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if (it != m_raster.end())
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{
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return it->second;
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}
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D3D11_RASTERIZER_DESC rastdc = CD3D11_RASTERIZER_DESC(state.wireframe ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID,
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state.cull_mode,
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@ -279,9 +275,7 @@ ID3D11DepthStencilState* StateCache::Get(ZMode state)
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auto it = m_depth.find(state.hex);
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if (it != m_depth.end())
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{
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return it->second;
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}
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D3D11_DEPTH_STENCIL_DESC depthdc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
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@ -43,9 +43,12 @@ D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D1
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HRESULT hr;
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D3D11_CPU_ACCESS_FLAG cpuflags;
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if (usage == D3D11_USAGE_STAGING) cpuflags = (D3D11_CPU_ACCESS_FLAG)((int)D3D11_CPU_ACCESS_WRITE|(int)D3D11_CPU_ACCESS_READ);
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else if (usage == D3D11_USAGE_DYNAMIC) cpuflags = D3D11_CPU_ACCESS_WRITE;
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else cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
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if (usage == D3D11_USAGE_STAGING)
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cpuflags = (D3D11_CPU_ACCESS_FLAG)((int)D3D11_CPU_ACCESS_WRITE|(int)D3D11_CPU_ACCESS_READ);
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else if (usage == D3D11_USAGE_DYNAMIC)
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cpuflags = D3D11_CPU_ACCESS_WRITE;
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else
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cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
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D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, 1, levels, bind, usage, cpuflags);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture);
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if (FAILED(hr))
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@ -90,9 +93,12 @@ D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
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D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(srv_dim, srv_format);
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D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(dsv_dim, dsv_format);
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D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(rtv_dim, rtv_format);
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if (bind & D3D11_BIND_SHADER_RESOURCE) D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv);
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if (bind & D3D11_BIND_RENDER_TARGET) D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
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if (bind & D3D11_BIND_DEPTH_STENCIL) D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
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if (bind & D3D11_BIND_SHADER_RESOURCE)
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D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv);
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if (bind & D3D11_BIND_RENDER_TARGET)
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D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
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if (bind & D3D11_BIND_DEPTH_STENCIL)
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D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
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tex->AddRef();
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}
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@ -72,21 +72,13 @@ u32 PerfQuery::GetQueryResult(PerfQueryType type)
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u32 result = 0;
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if (type == PQ_ZCOMP_INPUT_ZCOMPLOC || type == PQ_ZCOMP_OUTPUT_ZCOMPLOC)
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{
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result = m_results[PQG_ZCOMP_ZCOMPLOC];
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}
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else if (type == PQ_ZCOMP_INPUT || type == PQ_ZCOMP_OUTPUT)
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{
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result = m_results[PQG_ZCOMP];
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}
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else if (type == PQ_BLEND_INPUT)
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{
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result = m_results[PQG_ZCOMP] + m_results[PQG_ZCOMP_ZCOMPLOC];
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}
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else if (type == PQ_EFB_COPY_CLOCKS)
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{
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result = m_results[PQG_EFB_COPY_CLOCKS];
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}
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return result / 4;
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}
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@ -125,7 +125,8 @@ void VertexShaderCache::Init()
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D3D::CompileVertexShader(simple_shader_code, &blob);
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D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
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SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (SimpleLayout == nullptr || SimpleVertexShader == nullptr) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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if (SimpleLayout == nullptr || SimpleVertexShader == nullptr)
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PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
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@ -133,7 +134,8 @@ void VertexShaderCache::Init()
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D3D::CompileVertexShader(clear_shader_code, &blob);
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D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
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ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
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if (ClearLayout == nullptr || ClearVertexShader == nullptr) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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if (ClearLayout == nullptr || ClearVertexShader == nullptr)
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PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
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blob->Release();
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
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@ -8,7 +8,7 @@ namespace DX11
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class VideoBackend : public VideoBackendHardware
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{
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bool Initialize(void *) override;
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bool Initialize(void*) override;
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void Shutdown() override;
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std::string GetName() const override;
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@ -52,7 +52,7 @@ struct SHADER
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glDeleteProgram(glprogid);
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glprogid = 0;
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}
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GLuint glprogid; // opengl program id
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GLuint glprogid; // OpenGL program id
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std::string strvprog, strpprog;
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@ -56,7 +56,7 @@ static void CreatePrograms()
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*
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* This shader doesn't really match what the GameCube does internally in the
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* copy pipeline.
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* 1. It uses Opengl's built in filtering when yscaling, someone could work
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* 1. It uses OpenGL's built in filtering when yscaling, someone could work
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* out how the copypipeline does it's filtering and implement it correctly
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* in this shader.
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* 2. Deflickering isn't implemented, a futher filtering over 3 lines.
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@ -553,7 +553,7 @@ namespace EfbInterface
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}
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}
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// Like CopyToXFB, but we copy directly into the opengl color texture without going via GameCube main memory or doing a yuyv conversion
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// Like CopyToXFB, but we copy directly into the OpenGL color texture without going via GameCube main memory or doing a yuyv conversion
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void BypassXFB(u8* texture, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc, float Gamma)
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{
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if (fbWidth*fbHeight > MAX_XFB_WIDTH*MAX_XFB_HEIGHT)
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@ -57,7 +57,7 @@ protected:
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private:
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static bool IsFlushed;
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//virtual void Draw(u32 stride, bool alphapass) = 0;
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// virtual void Draw(u32 stride, bool alphapass) = 0;
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// temp
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virtual void vFlush(bool useDstAlpha) = 0;
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};
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