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

@ -1083,7 +1083,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
#endif
{
D3D::stateman->setVertexShader(m_vShader);
D3D::stateman->SetVertexShader(m_vShader);
D3D::stateman->PushBlendState(m_efbEncodeBlendState);
D3D::stateman->PushDepthState(m_efbEncodeDepthState);
@ -1092,11 +1092,11 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2), FLOAT(numBlocksY));
D3D::context->RSSetViewports(1, &vp);
D3D::stateman->setInputLayout(m_quadLayout);
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->SetInputLayout(m_quadLayout);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
UINT stride = sizeof(QuadVertex);
UINT offset = 0;
D3D::stateman->setVertexBuffer(m_quad, stride, offset);
D3D::stateman->SetVertexBuffer(m_quad, stride, offset);
EFBRectangle fullSrcRect;
fullSrcRect.left = 0;
@ -1125,10 +1125,10 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
// expecting the blurred edges around multisampled shapes.
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
D3D::stateman->setVertexConstants(m_encodeParams);
D3D::stateman->setPixelConstants(m_encodeParams);
D3D::stateman->setTexture(0, pEFB);
D3D::stateman->setSampler(0, m_efbSampler);
D3D::stateman->SetVertexConstants(m_encodeParams);
D3D::stateman->SetPixelConstants(m_encodeParams);
D3D::stateman->SetTexture(0, pEFB);
D3D::stateman->SetSampler(0, m_efbSampler);
// Encode!
@ -1144,13 +1144,13 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
D3D::stateman->setSampler(0, nullptr);
D3D::stateman->setTexture(0, nullptr);
D3D::stateman->setPixelConstants(nullptr);
D3D::stateman->setVertexConstants(nullptr);
D3D::stateman->SetSampler(0, nullptr);
D3D::stateman->SetTexture(0, nullptr);
D3D::stateman->SetPixelConstants(nullptr);
D3D::stateman->SetVertexConstants(nullptr);
D3D::stateman->setPixelShader(nullptr);
D3D::stateman->setVertexBuffer(nullptr, 0, 0);
D3D::stateman->SetPixelShader(nullptr);
D3D::stateman->SetVertexBuffer(nullptr, 0, 0);
D3D::stateman->PopRasterizerState();
D3D::stateman->PopDepthState();
@ -1272,7 +1272,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelF
{
if (it->second)
{
D3D::stateman->setPixelShader(it->second);
D3D::stateman->SetPixelShader(it->second);
return true;
}
else
@ -1432,7 +1432,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
if (m_generatorSlot != UINT(-1))
m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];
D3D::stateman->setPixelShaderDynamic(m_dynamicShader,
D3D::stateman->SetPixelShaderDynamic(m_dynamicShader,
m_linkageArray.empty() ? nullptr : &m_linkageArray[0],
(UINT)m_linkageArray.size());