D3D: Fixed StateManager member function name case

This commit is contained in:
Yuriy O'Donnell
2014-12-06 14:54:06 +01:00
parent 80459c52e9
commit 4392d3cd55
11 changed files with 98 additions and 98 deletions

View File

@ -110,7 +110,7 @@ public:
void PopDepthState();
void PopRasterizerState();
void setTexture(u32 index, ID3D11ShaderResourceView* texture)
void SetTexture(u32 index, ID3D11ShaderResourceView* texture)
{
if (m_current.textures[index] != texture)
{
@ -119,7 +119,7 @@ public:
}
}
void setSampler(u32 index, ID3D11SamplerState* sampler)
void SetSampler(u32 index, ID3D11SamplerState* sampler)
{
if (m_current.samplers[index] != sampler)
{
@ -128,7 +128,7 @@ public:
}
}
void setPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
{
if (m_current.pixelConstants[0] != buffer0)
{
@ -143,7 +143,7 @@ public:
}
}
void setVertexConstants(ID3D11Buffer* buffer)
void SetVertexConstants(ID3D11Buffer* buffer)
{
if (m_current.vertexConstants != buffer)
{
@ -152,7 +152,7 @@ public:
}
}
void setGeometryConstants(ID3D11Buffer* buffer)
void SetGeometryConstants(ID3D11Buffer* buffer)
{
if (m_current.geometryConstants != buffer)
{
@ -161,7 +161,7 @@ public:
}
}
void setVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
void SetVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
{
if (m_current.vertexBuffer != buffer ||
m_current.vertexBufferStride != stride ||
@ -174,7 +174,7 @@ public:
}
}
void setIndexBuffer(ID3D11Buffer* buffer)
void SetIndexBuffer(ID3D11Buffer* buffer)
{
if (m_current.indexBuffer != buffer)
{
@ -183,7 +183,7 @@ public:
}
}
void setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
void SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
{
if (m_current.topology != topology)
{
@ -192,7 +192,7 @@ public:
}
}
void setInputLayout(ID3D11InputLayout* layout)
void SetInputLayout(ID3D11InputLayout* layout)
{
if (m_current.inputLayout != layout)
{
@ -201,7 +201,7 @@ public:
}
}
void setPixelShader(ID3D11PixelShader* shader)
void SetPixelShader(ID3D11PixelShader* shader)
{
if (m_current.pixelShader != shader)
{
@ -210,13 +210,13 @@ public:
}
}
void setPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount)
void SetPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount)
{
D3D::context->PSSetShader(shader, classInstances, classInstancesCount);
m_pending.pixelShader = shader;
}
void setVertexShader(ID3D11VertexShader* shader)
void SetVertexShader(ID3D11VertexShader* shader)
{
if (m_current.vertexShader != shader)
{
@ -225,7 +225,7 @@ public:
}
}
void setGeometryShader(ID3D11GeometryShader* shader)
void SetGeometryShader(ID3D11GeometryShader* shader)
{
if (m_current.geometryShader != shader)
{