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

@ -10,41 +10,40 @@
namespace DX12
{
class D3DBlob;
class ShaderCache final
{
public:
static void Init();
static void Clear();
static void Shutdown();
static void Init();
static void Clear();
static void Shutdown();
static void LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 gs_primitive_type);
static void LoadAndSetActiveShaders(DSTALPHA_MODE ps_dst_alpha_mode, u32 gs_primitive_type);
template<class UidType, class ShaderCacheType>
static D3D12_SHADER_BYTECODE InsertByteCode(const UidType& uid, ShaderCacheType* shader_cache, ID3DBlob* bytecode_blob);
template <class UidType, class ShaderCacheType>
static D3D12_SHADER_BYTECODE InsertByteCode(const UidType& uid, ShaderCacheType* shader_cache,
ID3DBlob* bytecode_blob);
static D3D12_SHADER_BYTECODE GetActiveGeometryShaderBytecode();
static D3D12_SHADER_BYTECODE GetActivePixelShaderBytecode();
static D3D12_SHADER_BYTECODE GetActiveVertexShaderBytecode();
static D3D12_SHADER_BYTECODE GetActiveGeometryShaderBytecode();
static D3D12_SHADER_BYTECODE GetActivePixelShaderBytecode();
static D3D12_SHADER_BYTECODE GetActiveVertexShaderBytecode();
static const GeometryShaderUid* GetActiveGeometryShaderUid();
static const PixelShaderUid* GetActivePixelShaderUid();
static const VertexShaderUid* GetActiveVertexShaderUid();
static const GeometryShaderUid* GetActiveGeometryShaderUid();
static const PixelShaderUid* GetActivePixelShaderUid();
static const VertexShaderUid* GetActiveVertexShaderUid();
static D3D12_SHADER_BYTECODE GetGeometryShaderFromUid(const GeometryShaderUid* uid);
static D3D12_SHADER_BYTECODE GetPixelShaderFromUid(const PixelShaderUid* uid);
static D3D12_SHADER_BYTECODE GetVertexShaderFromUid(const VertexShaderUid* uid);
static D3D12_SHADER_BYTECODE GetGeometryShaderFromUid(const GeometryShaderUid* uid);
static D3D12_SHADER_BYTECODE GetPixelShaderFromUid(const PixelShaderUid* uid);
static D3D12_SHADER_BYTECODE GetVertexShaderFromUid(const VertexShaderUid* uid);
static D3D12_PRIMITIVE_TOPOLOGY_TYPE GetCurrentPrimitiveTopology();
static D3D12_PRIMITIVE_TOPOLOGY_TYPE GetCurrentPrimitiveTopology();
private:
static void SetCurrentPrimitiveTopology(u32 gs_primitive_type);
static void SetCurrentPrimitiveTopology(u32 gs_primitive_type);
static void HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_type);
static void HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_alpha_mode);
static void HandleVSUIDChange(VertexShaderUid vs_uid);
static void HandleGSUIDChange(GeometryShaderUid gs_uid, u32 gs_primitive_type);
static void HandlePSUIDChange(PixelShaderUid ps_uid, DSTALPHA_MODE ps_dst_alpha_mode);
static void HandleVSUIDChange(VertexShaderUid vs_uid);
};
}