VideoBackends / VideoCommon: rename member variables in RenderState to be consistent

This commit is contained in:
iwubcode 2025-08-23 13:35:05 -05:00
commit 14459bcc1b
25 changed files with 340 additions and 337 deletions

View file

@ -365,16 +365,16 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
if (it != m_blend.end())
return it->second.Get();
if (state.logicopenable && g_backend_info.bSupportsLogicOp)
if (state.logic_op_enable && g_backend_info.bSupportsLogicOp)
{
D3D11_BLEND_DESC1 desc = {};
D3D11_RENDER_TARGET_BLEND_DESC1& tdesc = desc.RenderTarget[0];
if (state.colorupdate)
if (state.color_update)
tdesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
D3D11_COLOR_WRITE_ENABLE_BLUE;
else
tdesc.RenderTargetWriteMask = 0;
if (state.alphaupdate)
if (state.alpha_update)
tdesc.RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
static constexpr std::array<D3D11_LOGIC_OP, 16> logic_ops = {
@ -384,7 +384,7 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
D3D11_LOGIC_OP_COPY_INVERTED, D3D11_LOGIC_OP_OR_INVERTED, D3D11_LOGIC_OP_NAND,
D3D11_LOGIC_OP_SET}};
tdesc.LogicOpEnable = TRUE;
tdesc.LogicOp = logic_ops[u32(state.logicmode.Value())];
tdesc.LogicOp = logic_ops[u32(state.logic_mode.Value())];
ComPtr<ID3D11BlendState1> res;
HRESULT hr = D3D::device1->CreateBlendState1(&desc, res.GetAddressOf());
@ -400,17 +400,17 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
desc.IndependentBlendEnable = FALSE;
D3D11_RENDER_TARGET_BLEND_DESC& tdesc = desc.RenderTarget[0];
tdesc.BlendEnable = state.blendenable;
tdesc.BlendEnable = state.blend_enable;
if (state.colorupdate)
if (state.color_update)
tdesc.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_RED | D3D11_COLOR_WRITE_ENABLE_GREEN |
D3D11_COLOR_WRITE_ENABLE_BLUE;
else
tdesc.RenderTargetWriteMask = 0;
if (state.alphaupdate)
if (state.alpha_update)
tdesc.RenderTargetWriteMask |= D3D11_COLOR_WRITE_ENABLE_ALPHA;
const bool use_dual_source = state.usedualsrc;
const bool use_dual_source = state.use_dual_src;
const std::array<D3D11_BLEND, 8> src_factors = {
{D3D11_BLEND_ZERO, D3D11_BLEND_ONE, D3D11_BLEND_DEST_COLOR, D3D11_BLEND_INV_DEST_COLOR,
use_dual_source ? D3D11_BLEND_SRC1_ALPHA : D3D11_BLEND_SRC_ALPHA,
@ -422,12 +422,12 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
use_dual_source ? D3D11_BLEND_INV_SRC1_ALPHA : D3D11_BLEND_INV_SRC_ALPHA,
D3D11_BLEND_DEST_ALPHA, D3D11_BLEND_INV_DEST_ALPHA}};
tdesc.SrcBlend = src_factors[u32(state.srcfactor.Value())];
tdesc.SrcBlendAlpha = src_factors[u32(state.srcfactoralpha.Value())];
tdesc.DestBlend = dst_factors[u32(state.dstfactor.Value())];
tdesc.DestBlendAlpha = dst_factors[u32(state.dstfactoralpha.Value())];
tdesc.SrcBlend = src_factors[u32(state.src_factor.Value())];
tdesc.SrcBlendAlpha = src_factors[u32(state.src_factor_alpha.Value())];
tdesc.DestBlend = dst_factors[u32(state.dst_factor.Value())];
tdesc.DestBlendAlpha = dst_factors[u32(state.dst_factor_alpha.Value())];
tdesc.BlendOp = state.subtract ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
tdesc.BlendOpAlpha = state.subtractAlpha ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
tdesc.BlendOpAlpha = state.subtract_alpha ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
ComPtr<ID3D11BlendState> res;
HRESULT hr = D3D::device->CreateBlendState(&desc, res.GetAddressOf());
@ -447,7 +447,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizationState state)
D3D11_RASTERIZER_DESC desc = {};
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = cull_modes[u32(state.cullmode.Value())];
desc.CullMode = cull_modes[u32(state.cull_mode.Value())];
desc.ScissorEnable = TRUE;
ComPtr<ID3D11RasterizerState> res;
@ -478,11 +478,11 @@ ID3D11DepthStencilState* StateCache::Get(DepthState state)
D3D11_COMPARISON_GREATER_EQUAL, D3D11_COMPARISON_LESS, D3D11_COMPARISON_NOT_EQUAL,
D3D11_COMPARISON_LESS_EQUAL, D3D11_COMPARISON_ALWAYS};
if (state.testenable)
if (state.test_enable)
{
depthdc.DepthEnable = TRUE;
depthdc.DepthWriteMask =
state.updateenable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
state.update_enable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
depthdc.DepthFunc = d3dCmpFuncs[u32(state.func.Value())];
}
else