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

@ -13,48 +13,48 @@ enum DSTALPHA_MODE;
namespace DX11
{
class PixelShaderCache
{
public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen);
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const PixelShaderUid& uid, const void* bytecode,
unsigned int bytecodelen);
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer* &GetConstantBuffer();
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer*& GetConstantBuffer();
static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetClearProgram();
static ID3D11PixelShader* GetAnaglyphProgram();
static ID3D11PixelShader* GetDepthResolveProgram();
static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
static ID3D11PixelShader* GetDepthMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetClearProgram();
static ID3D11PixelShader* GetAnaglyphProgram();
static ID3D11PixelShader* GetDepthResolveProgram();
static ID3D11PixelShader* ReinterpRGBA6ToRGB8(bool multisampled);
static ID3D11PixelShader* ReinterpRGB8ToRGBA6(bool multisampled);
static void InvalidateMSAAShaders();
static void InvalidateMSAAShaders();
private:
struct PSCacheEntry
{
ID3D11PixelShader* shader;
struct PSCacheEntry
{
ID3D11PixelShader* shader;
std::string code;
std::string code;
PSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};
PSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};
typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
typedef std::map<PixelShaderUid, PSCacheEntry> PSCache;
static PSCache PixelShaders;
static const PSCacheEntry* last_entry;
static PixelShaderUid last_uid;
static PSCache PixelShaders;
static const PSCacheEntry* last_entry;
static PixelShaderUid last_uid;
static UidChecker<PixelShaderUid, ShaderCode> pixel_uid_checker;
static UidChecker<PixelShaderUid, ShaderCode> pixel_uid_checker;
};
} // namespace DX11