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
+2 -2
View File
@@ -147,7 +147,7 @@ public:
// handle a couple of operations ourselves to return a simple fake log
APIProperties GetAPIProperties() { return m_Props; }
FetchFrameRecord GetFrameRecord() { return m_FrameRecord; }
D3D11PipelineState GetD3D11PipelineState() { return m_PipelineState; }
D3D11Pipe::State GetD3D11PipelineState() { return m_PipelineState; }
// other operations are dropped/ignored, to avoid confusion
void ReadLogInitialisation() {}
void RenderMesh(uint32_t eventID, const vector<MeshFormat> &secondaryDraws, const MeshDisplay &cfg)
@@ -265,7 +265,7 @@ private:
APIProperties m_Props;
FetchFrameRecord m_FrameRecord;
D3D11PipelineState m_PipelineState;
D3D11Pipe::State m_PipelineState;
IReplayDriver *m_Proxy;
string m_Filename;
ResourceId m_TextureID;