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VideoCommon: Rename Renderer s_ prefixes to m_
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@ -239,7 +239,7 @@ Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferH
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
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g_framebuffer_manager = std::make_unique<FramebufferManager>(s_target_width, s_target_height);
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g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
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SetupDeviceObjects();
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// Setup GX pipeline state
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@ -268,7 +268,7 @@ Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferH
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D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(),
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D3D11_CLEAR_DEPTH, 0.f, 0);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_target_width, (float)s_target_height);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(),
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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@ -711,7 +711,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
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void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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const EFBRectangle& rc, u64 ticks, float Gamma)
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{
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if ((!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
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if ((!m_xfb_written && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
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{
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Core::Callback_VideoCopiedToXFB(false);
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return;
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@ -865,7 +865,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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// Resize the back buffers NOW to avoid flickering
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if (CalculateTargetSize() || xfbchanged || windowResized ||
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s_last_efb_scale != g_ActiveConfig.iEFBScale ||
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m_last_efb_scale != g_ActiveConfig.iEFBScale ||
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s_last_multisamples != g_ActiveConfig.iMultisamples ||
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s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
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{
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@ -879,13 +879,13 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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D3D::Reset();
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SAFE_RELEASE(s_screenshot_texture);
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SAFE_RELEASE(s_3d_vision_texture);
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::GetBackBufferHeight();
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m_backbuffer_width = D3D::GetBackBufferWidth();
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m_backbuffer_height = D3D::GetBackBufferHeight();
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}
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UpdateDrawRectangle();
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s_last_efb_scale = g_ActiveConfig.iEFBScale;
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m_last_efb_scale = g_ActiveConfig.iEFBScale;
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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PixelShaderManager::SetEfbScaleChanged();
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@ -893,7 +893,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
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g_framebuffer_manager.reset();
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g_framebuffer_manager = std::make_unique<FramebufferManager>(s_target_width, s_target_height);
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g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height);
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float clear_col[4] = {0.f, 0.f, 0.f, 1.f};
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D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(),
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clear_col);
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@ -1147,12 +1147,12 @@ u16 Renderer::BBoxRead(int index)
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if (index < 2)
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{
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// left/right
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value = value * EFB_WIDTH / s_target_width;
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value = value * EFB_WIDTH / m_target_width;
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}
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else
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{
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// up/down
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value = value * EFB_HEIGHT / s_target_height;
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value = value * EFB_HEIGHT / m_target_height;
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}
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if (index & 1)
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value++; // fix max values to describe the outer border
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@ -1167,11 +1167,11 @@ void Renderer::BBoxWrite(int index, u16 _value)
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value--;
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if (index < 2)
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{
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value = value * s_target_width / EFB_WIDTH;
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value = value * m_target_width / EFB_WIDTH;
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}
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else
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{
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value = value * s_target_height / EFB_HEIGHT;
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value = value * m_target_height / EFB_HEIGHT;
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}
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BBox::Set(index, value);
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@ -1205,11 +1205,11 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
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else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION)
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{
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if (!s_3d_vision_texture)
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Create3DVisionTexture(s_backbuffer_width, s_backbuffer_height);
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Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height);
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D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(),
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(float)dst.GetHeight());
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D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + s_backbuffer_width), (float)dst.top,
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D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + m_backbuffer_width), (float)dst.top,
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(float)dst.GetWidth(), (float)dst.GetHeight());
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// Render to staging texture which is double the width of the backbuffer
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@ -1229,7 +1229,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
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// Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should
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// recognize the signature and automatically include the right eye frame.
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D3D11_BOX box = CD3D11_BOX(0, 0, 0, s_backbuffer_width, s_backbuffer_height, 1);
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D3D11_BOX box = CD3D11_BOX(0, 0, 0, m_backbuffer_width, m_backbuffer_height, 1);
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D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0,
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s_3d_vision_texture->GetTex(), 0, &box);
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