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

@ -11,55 +11,55 @@
#include "VideoCommon/VertexShaderGen.h"
namespace DX11 {
namespace DX11
{
class VertexShaderCache
{
public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(); // TODO: Should be renamed to LoadShader
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(); // TODO: Should be renamed to LoadShader
static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
static ID3D11Buffer* &GetConstantBuffer();
static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
static ID3D11Buffer*& GetConstantBuffer();
static ID3D11VertexShader* GetSimpleVertexShader();
static ID3D11VertexShader* GetClearVertexShader();
static ID3D11InputLayout* GetSimpleInputLayout();
static ID3D11InputLayout* GetClearInputLayout();
static ID3D11VertexShader* GetSimpleVertexShader();
static ID3D11VertexShader* GetClearVertexShader();
static ID3D11InputLayout* GetSimpleInputLayout();
static ID3D11InputLayout* GetClearInputLayout();
static bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob);
static bool VertexShaderCache::InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob);
private:
struct VSCacheEntry
{
ID3D11VertexShader* shader;
D3DBlob* bytecode; // needed to initialize the input layout
struct VSCacheEntry
{
ID3D11VertexShader* shader;
D3DBlob* bytecode; // needed to initialize the input layout
std::string code;
std::string code;
VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
void SetByteCode(D3DBlob* blob)
{
SAFE_RELEASE(bytecode);
bytecode = blob;
blob->AddRef();
}
void Destroy()
{
SAFE_RELEASE(shader);
SAFE_RELEASE(bytecode);
}
};
typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
void SetByteCode(D3DBlob* blob)
{
SAFE_RELEASE(bytecode);
bytecode = blob;
blob->AddRef();
}
void Destroy()
{
SAFE_RELEASE(shader);
SAFE_RELEASE(bytecode);
}
};
typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
static VSCache vshaders;
static const VSCacheEntry* last_entry;
static VertexShaderUid last_uid;
static VSCache vshaders;
static const VSCacheEntry* last_entry;
static VertexShaderUid last_uid;
static UidChecker<VertexShaderUid, ShaderCode> vertex_uid_checker;
static UidChecker<VertexShaderUid, ShaderCode> vertex_uid_checker;
};
} // namespace DX11