mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Reformat all the things. Have fun with merge conflicts.
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@ -12,64 +12,54 @@
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namespace DX11
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{
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namespace D3D
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{
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// Font creation flags
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#define D3DFONT_BOLD 0x0001
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#define D3DFONT_ITALIC 0x0002
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// Font creation flags
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#define D3DFONT_BOLD 0x0001
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#define D3DFONT_ITALIC 0x0002
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// Font rendering flags
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#define D3DFONT_CENTERED 0x0001
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// Font rendering flags
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#define D3DFONT_CENTERED 0x0001
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class CD3DFont
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{
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ID3D11ShaderResourceView* m_pTexture;
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ID3D11Buffer* m_pVB;
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ID3D11InputLayout* m_InputLayout;
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ID3D11PixelShader* m_pshader;
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ID3D11VertexShader* m_vshader;
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ID3D11BlendState* m_blendstate;
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ID3D11RasterizerState* m_raststate;
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const int m_dwTexWidth;
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const int m_dwTexHeight;
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unsigned int m_LineHeight;
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float m_fTexCoords[128-32][4];
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class CD3DFont
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{
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ID3D11ShaderResourceView* m_pTexture;
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ID3D11Buffer* m_pVB;
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ID3D11InputLayout* m_InputLayout;
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ID3D11PixelShader* m_pshader;
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ID3D11VertexShader* m_vshader;
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ID3D11BlendState* m_blendstate;
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ID3D11RasterizerState* m_raststate;
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const int m_dwTexWidth;
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const int m_dwTexHeight;
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unsigned int m_LineHeight;
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float m_fTexCoords[128 - 32][4];
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public:
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CD3DFont();
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// 2D text drawing function
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// Initializing and destroying device-dependent objects
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int Init();
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int Shutdown();
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int DrawTextScaled(float x, float y,
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float size,
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float spacing, u32 dwColor,
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const std::string& text);
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};
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public:
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CD3DFont();
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// 2D text drawing function
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// Initializing and destroying device-dependent objects
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int Init();
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int Shutdown();
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int DrawTextScaled(float x, float y, float size, float spacing, u32 dwColor,
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const std::string& text);
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};
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extern CD3DFont font;
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extern CD3DFont font;
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void InitUtils();
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void ShutdownUtils();
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void InitUtils();
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void ShutdownUtils();
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void SetPointCopySampler();
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void SetLinearCopySampler();
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void SetPointCopySampler();
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void SetLinearCopySampler();
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void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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const D3D11_RECT* rSource,
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int SourceWidth,
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int SourceHeight,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* VShader,
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ID3D11InputLayout* layout,
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ID3D11GeometryShader* GShader = nullptr,
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float Gamma = 1.0f,
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u32 slice = 0);
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void drawClearQuad(u32 Color, float z);
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void drawColorQuad(u32 Color, float z, float x1, float y1, float x2, float y2);
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void drawShadedTexQuad(ID3D11ShaderResourceView* texture, const D3D11_RECT* rSource,
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int SourceWidth, int SourceHeight, ID3D11PixelShader* PShader,
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ID3D11VertexShader* VShader, ID3D11InputLayout* layout,
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ID3D11GeometryShader* GShader = nullptr, float Gamma = 1.0f, u32 slice = 0);
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void drawClearQuad(u32 Color, float z);
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void drawColorQuad(u32 Color, float z, float x1, float y1, float x2, float y2);
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void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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void DrawEFBPokeQuads(EFBAccessType type, const EfbPokeData* points, size_t num_points);
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}
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}
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