Remove nested structs from D3D11 pipeline state and move to namespace

* Moving into a namespace makes it easier to give the structs non-clumsy
  names while still being unique and not overlapping with the other API
  pipeline states.
This commit is contained in:
baldurk
2017-04-18 14:57:33 +01:00
parent b271eb3103
commit b4d3401866
19 changed files with 448 additions and 432 deletions
+1 -1
View File
@@ -534,7 +534,7 @@ void CaptureContext::CloseLogfile()
m_Textures.clear();
m_TextureList.clear();
CurD3D11PipelineState = D3D11PipelineState();
CurD3D11PipelineState = D3D11Pipe::State();
CurD3D12PipelineState = D3D12PipelineState();
CurGLPipelineState = GLPipelineState();
CurVulkanPipelineState = VulkanPipelineState();
+1 -1
View File
@@ -164,7 +164,7 @@ public:
QWidget *createToolWindow(const QString &objectName);
void windowClosed(QWidget *window);
D3D11PipelineState CurD3D11PipelineState;
D3D11Pipe::State CurD3D11PipelineState;
D3D12PipelineState CurD3D12PipelineState;
GLPipelineState CurGLPipelineState;
VulkanPipelineState CurVulkanPipelineState;
+2 -2
View File
@@ -818,7 +818,7 @@ void CommonPipelineState::GetConstantBuffer(ShaderStage stage, uint32_t BufIdx,
{
if(IsLogD3D11())
{
const D3D11PipelineState::Shader &s = GetD3D11Stage(stage);
const D3D11Pipe::Shader &s = GetD3D11Stage(stage);
if(BufIdx < (uint32_t)s.ConstantBuffers.count)
{
@@ -923,7 +923,7 @@ QMap<BindpointMap, QVector<BoundResource>> CommonPipelineState::GetReadOnlyResou
{
if(IsLogD3D11())
{
const D3D11PipelineState::Shader &s = GetD3D11Stage(stage);
const D3D11Pipe::Shader &s = GetD3D11Stage(stage);
for(int i = 0; i < s.SRVs.count; i++)
{
+3 -3
View File
@@ -81,7 +81,7 @@ class CommonPipelineState
{
public:
CommonPipelineState() {}
void SetStates(APIProperties props, D3D11PipelineState *d3d11, D3D12PipelineState *d3d12,
void SetStates(APIProperties props, D3D11Pipe::State *d3d11, D3D12PipelineState *d3d12,
GLPipelineState *gl, VulkanPipelineState *vk)
{
m_APIProps = props;
@@ -171,13 +171,13 @@ public:
QVector<BoundResource> GetOutputTargets();
private:
D3D11PipelineState *m_D3D11 = NULL;
D3D11Pipe::State *m_D3D11 = NULL;
D3D12PipelineState *m_D3D12 = NULL;
GLPipelineState *m_GL = NULL;
VulkanPipelineState *m_Vulkan = NULL;
APIProperties m_APIProps;
const D3D11PipelineState::Shader &GetD3D11Stage(ShaderStage stage)
const D3D11Pipe::Shader &GetD3D11Stage(ShaderStage stage)
{
if(stage == ShaderStage::Vertex)
return m_D3D11->m_VS;