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