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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
D3D: Fixed StateManager member function name case
This commit is contained in:
@ -110,7 +110,7 @@ public:
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void PopDepthState();
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void PopRasterizerState();
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void setTexture(u32 index, ID3D11ShaderResourceView* texture)
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void SetTexture(u32 index, ID3D11ShaderResourceView* texture)
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{
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if (m_current.textures[index] != texture)
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{
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@ -119,7 +119,7 @@ public:
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}
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}
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void setSampler(u32 index, ID3D11SamplerState* sampler)
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void SetSampler(u32 index, ID3D11SamplerState* sampler)
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{
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if (m_current.samplers[index] != sampler)
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{
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@ -128,7 +128,7 @@ public:
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}
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}
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void setPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
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void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
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{
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if (m_current.pixelConstants[0] != buffer0)
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{
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@ -143,7 +143,7 @@ public:
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}
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}
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void setVertexConstants(ID3D11Buffer* buffer)
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void SetVertexConstants(ID3D11Buffer* buffer)
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{
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if (m_current.vertexConstants != buffer)
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{
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@ -152,7 +152,7 @@ public:
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}
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}
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void setGeometryConstants(ID3D11Buffer* buffer)
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void SetGeometryConstants(ID3D11Buffer* buffer)
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{
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if (m_current.geometryConstants != buffer)
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{
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@ -161,7 +161,7 @@ public:
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}
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}
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void setVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
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void SetVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
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{
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if (m_current.vertexBuffer != buffer ||
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m_current.vertexBufferStride != stride ||
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@ -174,7 +174,7 @@ public:
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}
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}
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void setIndexBuffer(ID3D11Buffer* buffer)
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void SetIndexBuffer(ID3D11Buffer* buffer)
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{
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if (m_current.indexBuffer != buffer)
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{
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@ -183,7 +183,7 @@ public:
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}
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}
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void setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
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void SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
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{
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if (m_current.topology != topology)
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{
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@ -192,7 +192,7 @@ public:
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}
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}
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void setInputLayout(ID3D11InputLayout* layout)
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void SetInputLayout(ID3D11InputLayout* layout)
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{
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if (m_current.inputLayout != layout)
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{
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@ -201,7 +201,7 @@ public:
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}
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}
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void setPixelShader(ID3D11PixelShader* shader)
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void SetPixelShader(ID3D11PixelShader* shader)
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{
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if (m_current.pixelShader != shader)
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{
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@ -210,13 +210,13 @@ public:
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}
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}
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void setPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount)
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void SetPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount)
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{
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D3D::context->PSSetShader(shader, classInstances, classInstancesCount);
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m_pending.pixelShader = shader;
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}
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void setVertexShader(ID3D11VertexShader* shader)
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void SetVertexShader(ID3D11VertexShader* shader)
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{
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if (m_current.vertexShader != shader)
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{
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@ -225,7 +225,7 @@ public:
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}
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}
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void setGeometryShader(ID3D11GeometryShader* shader)
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void SetGeometryShader(ID3D11GeometryShader* shader)
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{
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if (m_current.geometryShader != shader)
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{
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