Rename function to be a bit better understood

This commit is contained in:
baldurk
2014-08-15 14:51:06 +01:00
parent 0c086abc6f
commit 0c4d8a23bf
4 changed files with 6 additions and 6 deletions
+3 -3
View File
@@ -373,7 +373,7 @@ class ResourceManager : public ResourceRecordHandler
virtual bool ResourceTypeRelease(ResourceType res) = 0;
virtual bool Need_InitialState(ResourceType res) = 0;
virtual bool Force_InitialState(ResourceType res) = 0;
virtual bool Need_InitialStateChunk(ResourceType res) = 0;
virtual bool Prepare_InitialState(ResourceType res) = 0;
virtual bool Serialise_InitialState(ResourceType res) = 0;
@@ -814,7 +814,7 @@ void ResourceManager<ResourceType, RecordType>::PrepareInitialContents()
{
if(it->second == (ResourceType)RecordType::NullResource) continue;
if(Need_InitialState(it->second))
if(Force_InitialState(it->second))
{
RDCDEBUG("UAV %llu - %p", GetID(it->second), it->second);
@@ -867,7 +867,7 @@ void ResourceManager<ResourceType, RecordType>::InsertInitialContentsChunks(Seri
{
if(it->second == (ResourceType)RecordType::NullResource) continue;
if(Need_InitialState(it->second))
if(Force_InitialState(it->second))
{
RDCDEBUG("Referenced UAV %llu - %p", GetID(it->second), it->second);
+1 -1
View File
@@ -84,7 +84,7 @@ bool D3D11ResourceManager::ResourceTypeRelease(ID3D11DeviceChild *res)
return true;
}
bool D3D11ResourceManager::Need_InitialState(ID3D11DeviceChild *res)
bool D3D11ResourceManager::Force_InitialState(ID3D11DeviceChild *res)
{
return IdentifyTypeByPtr(res) == Resource_UnorderedAccessView;
}
+1 -1
View File
@@ -131,7 +131,7 @@ class D3D11ResourceManager : public ResourceManager<ID3D11DeviceChild*, D3D11Res
bool ResourceTypeRelease(ID3D11DeviceChild *res);
bool Need_InitialState(ID3D11DeviceChild *res);
bool Force_InitialState(ID3D11DeviceChild *res);
bool Need_InitialStateChunk(ID3D11DeviceChild *res);
bool Prepare_InitialState(ID3D11DeviceChild *res);
bool Serialise_InitialState(ID3D11DeviceChild *res);
+1 -1
View File
@@ -139,7 +139,7 @@ class GLResourceManager : public ResourceManager<GLResource, GLResourceRecord>
bool ResourceTypeRelease(GLResource res) { return true; }
bool Need_InitialState(GLResource res) { return false; }
bool Force_InitialState(GLResource res) { return false; }
bool Need_InitialStateChunk(GLResource res) { return res.Namespace != eResBuffer; }
bool Prepare_InitialState(GLResource res);
bool Serialise_InitialState(GLResource res) { return true; }