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VideoBackends / VideoCommon: rename member variables in RenderState to be consistent
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ab8a02566d
commit
14459bcc1b
25 changed files with 340 additions and 337 deletions
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@ -366,11 +366,11 @@ void OGLGfx::SetAndClearFramebuffer(AbstractFramebuffer* framebuffer, const Clea
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// Restore color/depth mask.
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if (framebuffer->HasColorBuffer())
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{
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glColorMask(m_current_blend_state.colorupdate, m_current_blend_state.colorupdate,
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m_current_blend_state.colorupdate, m_current_blend_state.alphaupdate);
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glColorMask(m_current_blend_state.color_update, m_current_blend_state.color_update,
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m_current_blend_state.color_update, m_current_blend_state.alpha_update);
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}
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if (framebuffer->HasDepthBuffer())
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glDepthMask(m_current_depth_state.updateenable);
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glDepthMask(m_current_depth_state.update_enable);
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}
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void OGLGfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool colorEnable,
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@ -400,11 +400,11 @@ void OGLGfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool colorEn
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// Restore color/depth mask.
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if (colorEnable || alphaEnable)
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{
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glColorMask(m_current_blend_state.colorupdate, m_current_blend_state.colorupdate,
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m_current_blend_state.colorupdate, m_current_blend_state.alphaupdate);
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glColorMask(m_current_blend_state.color_update, m_current_blend_state.color_update,
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m_current_blend_state.color_update, m_current_blend_state.alpha_update);
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}
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if (zEnable)
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glDepthMask(m_current_depth_state.updateenable);
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glDepthMask(m_current_depth_state.update_enable);
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}
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bool OGLGfx::BindBackbuffer(const ClearColor& clear_color)
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@ -510,11 +510,11 @@ void OGLGfx::ApplyRasterizationState(const RasterizationState state)
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return;
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// none, ccw, cw, ccw
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if (state.cullmode != CullMode::None)
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if (state.cull_mode != CullMode::None)
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{
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// TODO: GX_CULL_ALL not supported, yet!
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glEnable(GL_CULL_FACE);
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glFrontFace(state.cullmode == CullMode::Front ? GL_CCW : GL_CW);
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glFrontFace(state.cull_mode == CullMode::Front ? GL_CCW : GL_CW);
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}
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else
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{
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@ -532,10 +532,10 @@ void OGLGfx::ApplyDepthState(const DepthState state)
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const GLenum glCmpFuncs[8] = {GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
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GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS};
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if (state.testenable)
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if (state.test_enable)
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{
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glEnable(GL_DEPTH_TEST);
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glDepthMask(state.updateenable ? GL_TRUE : GL_FALSE);
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glDepthMask(state.update_enable ? GL_TRUE : GL_FALSE);
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glDepthFunc(glCmpFuncs[u32(state.func.Value())]);
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}
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else
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@ -555,7 +555,7 @@ void OGLGfx::ApplyBlendingState(const BlendingState state)
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if (m_current_blend_state == state)
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return;
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bool useDualSource = state.usedualsrc;
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bool useDualSource = state.use_dual_src;
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const GLenum src_factors[8] = {GL_ZERO,
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GL_ONE,
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@ -576,7 +576,7 @@ void OGLGfx::ApplyBlendingState(const BlendingState state)
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA};
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if (state.blendenable)
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if (state.blend_enable)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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@ -586,12 +586,12 @@ void OGLGfx::ApplyBlendingState(const BlendingState state)
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// driver issues?). See https://bugs.dolphin-emu.org/issues/10120 : "Sonic
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// Adventure 2 Battle: graphics crash when loading first Dark level"
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GLenum equation = state.subtract ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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GLenum equationAlpha = state.subtractAlpha ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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GLenum equationAlpha = state.subtract_alpha ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD;
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glBlendEquationSeparate(equation, equationAlpha);
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glBlendFuncSeparate(src_factors[u32(state.srcfactor.Value())],
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dst_factors[u32(state.dstfactor.Value())],
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src_factors[u32(state.srcfactoralpha.Value())],
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dst_factors[u32(state.dstfactoralpha.Value())]);
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glBlendFuncSeparate(src_factors[u32(state.src_factor.Value())],
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dst_factors[u32(state.dst_factor.Value())],
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src_factors[u32(state.src_factor_alpha.Value())],
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dst_factors[u32(state.dst_factor_alpha.Value())]);
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const GLenum logic_op_codes[16] = {
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GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP,
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@ -601,10 +601,10 @@ void OGLGfx::ApplyBlendingState(const BlendingState state)
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// Logic ops aren't available in GLES3
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if (!IsGLES())
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{
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if (state.logicopenable)
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if (state.logic_op_enable)
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{
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glEnable(GL_COLOR_LOGIC_OP);
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glLogicOp(logic_op_codes[u32(state.logicmode.Value())]);
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glLogicOp(logic_op_codes[u32(state.logic_mode.Value())]);
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}
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else
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{
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@ -612,7 +612,7 @@ void OGLGfx::ApplyBlendingState(const BlendingState state)
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}
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}
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glColorMask(state.colorupdate, state.colorupdate, state.colorupdate, state.alphaupdate);
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glColorMask(state.color_update, state.color_update, state.color_update, state.alpha_update);
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m_current_blend_state = state;
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}
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