Reformat all the things. Have fun with merge conflicts.

This commit is contained in:
Pierre Bourdon
2016-06-24 10:43:46 +02:00
parent 2115e8a4a6
commit 3570c7f03a
1116 changed files with 187405 additions and 180344 deletions

View File

@ -11,41 +11,41 @@
namespace DX11
{
class GeometryShaderCache
{
public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(u32 primitive_type); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const GeometryShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(u32 primitive_type); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
unsigned int bytecodelen);
static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
static ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader();
static ID3D11GeometryShader* GeometryShaderCache::GetClearGeometryShader();
static ID3D11GeometryShader* GeometryShaderCache::GetCopyGeometryShader();
static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer* &GetConstantBuffer();
static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer*& GetConstantBuffer();
private:
struct GSCacheEntry
{
ID3D11GeometryShader* shader;
struct GSCacheEntry
{
ID3D11GeometryShader* shader;
std::string code;
std::string code;
GSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};
GSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};
typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
static GSCache GeometryShaders;
static const GSCacheEntry* last_entry;
static GeometryShaderUid last_uid;
static const GSCacheEntry pass_entry;
static GSCache GeometryShaders;
static const GSCacheEntry* last_entry;
static GeometryShaderUid last_uid;
static const GSCacheEntry pass_entry;
static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
static UidChecker<GeometryShaderUid, ShaderCode> geometry_uid_checker;
};
} // namespace DX11