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

@ -347,12 +347,12 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
D3D::stateman->PushBlendState(m_blendstate);
D3D::stateman->PushRasterizerState(m_raststate);
D3D::stateman->setPixelShader(m_pshader);
D3D::stateman->setVertexShader(m_vshader);
D3D::stateman->SetPixelShader(m_pshader);
D3D::stateman->SetVertexShader(m_vshader);
D3D::stateman->setInputLayout(m_InputLayout);
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::stateman->setTexture(0, m_pTexture);
D3D::stateman->SetInputLayout(m_InputLayout);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::stateman->SetTexture(0, m_pTexture);
float fStartX = sx;
for (char c : text)
@ -391,7 +391,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
{
context->Unmap(m_pVB, 0);
D3D::stateman->setVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->Apply();
D3D::context->Draw(3 * dwNumTriangles, 0);
@ -409,7 +409,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
context->Unmap(m_pVB, 0);
if (dwNumTriangles > 0)
{
D3D::stateman->setVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->Apply();
D3D::context->Draw(3 * dwNumTriangles, 0);
@ -497,12 +497,12 @@ void ShutdownUtils()
void SetPointCopySampler()
{
D3D::stateman->setSampler(0, point_copy_sampler);
D3D::stateman->SetSampler(0, point_copy_sampler);
}
void SetLinearCopySampler()
{
D3D::stateman->setSampler(0, linear_copy_sampler);
D3D::stateman->SetSampler(0, linear_copy_sampler);
}
void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
@ -546,17 +546,17 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
UINT stride = sizeof(STQVertex);
UINT offset = 0;
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->setInputLayout(layout);
D3D::stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
D3D::stateman->setPixelShader(PShader);
D3D::stateman->setTexture(0, texture);
D3D::stateman->setVertexShader(Vshader);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->SetInputLayout(layout);
D3D::stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
D3D::stateman->SetPixelShader(PShader);
D3D::stateman->SetTexture(0, texture);
D3D::stateman->SetVertexShader(Vshader);
D3D::stateman->Apply();
D3D::context->Draw(4, stq_offset);
D3D::stateman->setTexture(0, nullptr); // immediately unbind the texture
D3D::stateman->SetTexture(0, nullptr); // immediately unbind the texture
D3D::stateman->Apply();
}
@ -604,17 +604,17 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
UINT stride = sizeof(STSQVertex);
UINT offset = 0;
stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->setInputLayout(layout);
stateman->setTexture(0, texture);
stateman->setPixelShader(PShader);
stateman->setVertexShader(Vshader);
stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->SetInputLayout(layout);
stateman->SetTexture(0, texture);
stateman->SetPixelShader(PShader);
stateman->SetVertexShader(Vshader);
stateman->Apply();
context->Draw(4, stsq_offset);
stateman->setTexture(0, nullptr); // immediately unbind the texture
stateman->SetTexture(0, nullptr); // immediately unbind the texture
stateman->Apply();
}
@ -644,14 +644,14 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
draw_quad_data.col = Color;
}
stateman->setVertexShader(VertexShaderCache::GetClearVertexShader());
stateman->setPixelShader(PixelShaderCache::GetClearProgram());
stateman->setInputLayout(VertexShaderCache::GetClearInputLayout());
stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
UINT stride = sizeof(ColVertex);
UINT offset = 0;
stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->Apply();
context->Draw(4, cq_offset);
@ -675,14 +675,14 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
clear_quad_data.z = z;
}
stateman->setVertexShader(Vshader);
stateman->setPixelShader(PShader);
stateman->setInputLayout(layout);
stateman->SetVertexShader(Vshader);
stateman->SetPixelShader(PShader);
stateman->SetInputLayout(layout);
UINT stride = sizeof(ClearVertex);
UINT offset = 0;
stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->Apply();
context->Draw(4, clearq_offset);