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VideoCommon/Statistics: Normalize statistic variable names
Normalizes all variables related to statistics so that they follow our coding style. These are relatively low traffic areas, so this modification isn't too noisy.
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@ -50,7 +50,7 @@ static void UpdateConstantBuffer(ID3D11Buffer* const buffer, const void* data, u
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memcpy(map.pData, data, data_size);
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D3D::context->Unmap(buffer, 0);
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
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ADDSTAT(stats.this_frame.bytes_uniform_streamed, data_size);
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}
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static ComPtr<ID3D11ShaderResourceView>
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@ -166,7 +166,7 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
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*out_offset = m_texel_buffer_offset / elem_size;
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std::memcpy(static_cast<u8*>(sr.pData) + m_texel_buffer_offset, data, data_size);
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
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ADDSTAT(stats.this_frame.bytes_uniform_streamed, data_size);
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m_texel_buffer_offset += data_size;
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D3D::context->Unmap(m_texel_buffer.Get(), 0);
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@ -194,7 +194,7 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
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std::memcpy(static_cast<u8*>(sr.pData) + m_texel_buffer_offset, data, data_size);
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std::memcpy(static_cast<u8*>(sr.pData) + m_texel_buffer_offset + palette_byte_offset,
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palette_data, palette_size);
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, palette_byte_offset + palette_size);
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ADDSTAT(stats.this_frame.bytes_uniform_streamed, palette_byte_offset + palette_size);
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*out_offset = m_texel_buffer_offset / elem_size;
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*out_palette_offset = (m_texel_buffer_offset + palette_byte_offset) / palette_elem_size;
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m_texel_buffer_offset += palette_byte_offset + palette_size;
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@ -251,8 +251,8 @@ void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_in
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m_buffer_cursor = cursor + totalBufferSize;
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
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ADDSTAT(stats.this_frame.bytes_vertex_streamed, vertexBufferSize);
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ADDSTAT(stats.this_frame.bytes_index_streamed, indexBufferSize);
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D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer].Get(), vertex_stride, 0);
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D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer].Get());
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