VideoBackendBase: Convert EFBAccessType into an enum class

This commit is contained in:
Lioncash
2017-01-23 02:51:46 -05:00
parent a2caa0d733
commit 5b461f50af
12 changed files with 75 additions and 53 deletions

View File

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