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https://github.com/dolphin-emu/dolphin.git
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VideoBackendBase: Convert EFBAccessType into an enum class
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@ -380,7 +380,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the
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// average color instead
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D3D11_RECT RectToLock;
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if (type == PEEK_COLOR || type == PEEK_Z)
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if (type == EFBAccessType::PeekColor || type == EFBAccessType::PeekZ)
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{
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RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2;
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RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2;
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@ -406,7 +406,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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D3DTexture2D* source_tex;
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D3DTexture2D* read_tex;
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ID3D11Texture2D* staging_tex;
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if (type == PEEK_COLOR)
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if (type == EFBAccessType::PeekColor)
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{
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source_tex = FramebufferManager::GetEFBColorTexture();
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read_tex = FramebufferManager::GetEFBColorReadTexture();
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@ -421,7 +421,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// Select pixel shader (we don't want to average depth samples, instead select the minimum).
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ID3D11PixelShader* copy_pixel_shader;
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if (type == PEEK_Z && g_ActiveConfig.iMultisamples > 1)
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if (type == EFBAccessType::PeekZ && g_ActiveConfig.iMultisamples > 1)
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copy_pixel_shader = PixelShaderCache::GetDepthResolveProgram();
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else
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copy_pixel_shader = PixelShaderCache::GetColorCopyProgram(true);
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@ -447,7 +447,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// Convert the framebuffer data to the format the game is expecting to receive.
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u32 ret;
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if (type == PEEK_COLOR)
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if (type == EFBAccessType::PeekColor)
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{
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u32 val;
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memcpy(&val, map.pData, sizeof(val));
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@ -478,7 +478,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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else /*if(alpha_read_mode.ReadMode == 0)*/
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ret = (val & 0x00FFFFFF); // GX_READ_00
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}
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else // type == PEEK_Z
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else // type == EFBAccessType::PeekZ
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{
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float val;
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memcpy(&val, map.pData, sizeof(val));
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@ -505,7 +505,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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{
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ResetAPIState();
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if (type == POKE_COLOR)
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if (type == EFBAccessType::PokeColor)
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{
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D3D11_VIEWPORT vp =
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CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight());
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@ -513,7 +513,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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nullptr);
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}
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else // if (type == POKE_Z)
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else // if (type == EFBAccessType::PokeZ)
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{
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D3D::stateman->PushBlendState(clearblendstates[3]);
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D3D::stateman->PushDepthState(cleardepthstates[1]);
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@ -529,7 +529,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
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D3D::DrawEFBPokeQuads(type, points, num_points);
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if (type == POKE_Z)
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if (type == EFBAccessType::PokeZ)
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{
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D3D::stateman->PopDepthState();
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D3D::stateman->PopBlendState();
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