Assert: Uppercase assertion macros

Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
This commit is contained in:
Lioncash
2018-03-14 20:34:35 -04:00
parent 19d97f3fd9
commit 50a476c371
135 changed files with 719 additions and 741 deletions

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@ -62,7 +62,7 @@ public:
int BeginAppendData(void** write_ptr, unsigned int size, unsigned int vertex_size)
{
_dbg_assert_(VIDEO, size < max_size);
DEBUG_ASSERT(VIDEO, size < max_size);
D3D11_MAPPED_SUBRESOURCE map;
unsigned int aligned_offset = Common::AlignUp(offset, vertex_size);

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@ -81,7 +81,7 @@ std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& con
const DXShader* vertex_shader = static_cast<const DXShader*>(config.vertex_shader);
const DXShader* geometry_shader = static_cast<const DXShader*>(config.geometry_shader);
const DXShader* pixel_shader = static_cast<const DXShader*>(config.pixel_shader);
_assert_(vertex_shader != nullptr && pixel_shader != nullptr);
ASSERT(vertex_shader != nullptr && pixel_shader != nullptr);
ID3D11InputLayout* input_layout =
const_cast<D3DVertexFormat*>(static_cast<const D3DVertexFormat*>(config.vertex_format))

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@ -43,31 +43,31 @@ D3DBlob* DXShader::GetByteCode() const
ID3D11VertexShader* DXShader::GetD3DVertexShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Vertex);
DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Vertex);
return static_cast<ID3D11VertexShader*>(m_shader);
}
ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Geometry);
DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Geometry);
return static_cast<ID3D11GeometryShader*>(m_shader);
}
ID3D11PixelShader* DXShader::GetD3DPixelShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Pixel);
DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Pixel);
return static_cast<ID3D11PixelShader*>(m_shader);
}
ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
{
_dbg_assert_(VIDEO, m_stage == ShaderStage::Compute);
DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Compute);
return static_cast<ID3D11ComputeShader*>(m_shader);
}
bool DXShader::HasBinary() const
{
_assert_(m_bytecode);
ASSERT(m_bytecode);
return true;
}

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@ -140,8 +140,8 @@ void DXTexture::CopyRectangleFromTexture(const AbstractTexture* src,
u32 dst_layer, u32 dst_level)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(src);
_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
D3D11_BOX src_box;
src_box.left = src_rect.left;
@ -162,7 +162,7 @@ void DXTexture::ScaleRectangleFromTexture(const AbstractTexture* source,
const MathUtil::Rectangle<int>& dstrect)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(source);
_assert_(m_config.rendertarget);
ASSERT(m_config.rendertarget);
g_renderer->ResetAPIState(); // reset any game specific settings
@ -193,9 +193,9 @@ void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::R
u32 layer, u32 level)
{
const DXTexture* srcentry = static_cast<const DXTexture*>(src);
_dbg_assert_(VIDEO, m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
DEBUG_ASSERT(VIDEO, m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
m_config.height == srcentry->m_config.height && m_config.samples == 1);
_dbg_assert_(VIDEO,
DEBUG_ASSERT(VIDEO,
rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
@ -263,13 +263,13 @@ void DXStagingTexture::CopyFromTexture(const AbstractTexture* src,
const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
u32 src_level, const MathUtil::Rectangle<int>& dst_rect)
{
_assert_(m_type == StagingTextureType::Readback);
_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
_assert_(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
_assert_(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
ASSERT(m_type == StagingTextureType::Readback);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= src->GetConfig().width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= src->GetConfig().height);
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= m_config.width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= m_config.height);
if (IsMapped())
DXStagingTexture::Unmap();
@ -287,13 +287,13 @@ void DXStagingTexture::CopyToTexture(const MathUtil::Rectangle<int>& src_rect, A
const MathUtil::Rectangle<int>& dst_rect, u32 dst_layer,
u32 dst_level)
{
_assert_(m_type == StagingTextureType::Upload);
_assert_(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
_assert_(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= m_config.width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
_assert_(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetConfig().width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetConfig().height);
ASSERT(m_type == StagingTextureType::Upload);
ASSERT(src_rect.GetWidth() == dst_rect.GetWidth() &&
src_rect.GetHeight() == dst_rect.GetHeight());
ASSERT(src_rect.left >= 0 && static_cast<u32>(src_rect.right) <= m_config.width &&
src_rect.top >= 0 && static_cast<u32>(src_rect.bottom) <= m_config.height);
ASSERT(dst_rect.left >= 0 && static_cast<u32>(dst_rect.right) <= dst->GetConfig().width &&
dst_rect.top >= 0 && static_cast<u32>(dst_rect.bottom) <= dst->GetConfig().height);
if (IsMapped())
DXStagingTexture::Unmap();

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@ -48,7 +48,7 @@ void PSTextureEncoder::Init()
m_encoding_render_texture = g_renderer->CreateTexture(encoding_texture_config);
m_encoding_readback_texture =
g_renderer->CreateStagingTexture(StagingTextureType::Readback, encoding_texture_config);
_assert_(m_encoding_render_texture && m_encoding_readback_texture);
ASSERT(m_encoding_render_texture && m_encoding_readback_texture);
// Create constant buffer for uploading data to shaders
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER);

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@ -270,7 +270,7 @@ std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelin
void Renderer::UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size)
{
_dbg_assert_(VIDEO, uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
DEBUG_ASSERT(VIDEO, uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = D3D::context->Map(m_utility_uniform_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
CHECK(SUCCEEDED(hr), "Map utility UBO");
@ -323,7 +323,7 @@ void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, cons
if (vertices_ptr)
{
vertices_this_draw = std::min(vertices_this_draw, UTILITY_VBO_SIZE / vertex_stride);
_dbg_assert_(VIDEO, vertices_this_draw > 0);
DEBUG_ASSERT(VIDEO, vertices_this_draw > 0);
UpdateUtilityVertexBuffer(vertices_ptr, vertex_stride, vertices_this_draw);
D3D::stateman->SetVertexBuffer(m_utility_vertex_buffer, vertex_stride, 0);
}