Change API enums to enum class, remove now redundant prefixing

* This gives a little nicer syntax, a bit better type safety, and also
  reflects better for SWIG bindings. Overall it's a minor change but
  better.
* We don't update the C# UI at all, since it's soon to be removed and
  not worth the effort/code churn.
* For now so we're ABI compatible with C#, all enums are uint32_t, but
  that is an obvious optimisation in future to reduce struct packing.
* We avoid 'None' as an enum value, because it's a reserved word in
  python so will cause problems generating bindings.
This commit is contained in:
baldurk
2017-04-18 14:57:33 +01:00
parent 71e779a08f
commit d40fc8471d
158 changed files with 6386 additions and 6176 deletions
+13 -13
View File
@@ -50,26 +50,26 @@ public:
m_Tex = m_Ctx.GetTexture(tex);
m_Display = display;
FormatComponentType compType = m_Tex->format.compType;
CompType compType = m_Tex->format.compType;
if(compType == eCompType_None)
if(compType == CompType::Typeless)
compType = display.typeHint;
m_IsUint = (compType == eCompType_UInt);
m_IsSint = (compType == eCompType_SInt);
m_IsUint = (compType == CompType::UInt);
m_IsSint = (compType == CompType::SInt);
m_IsFloat = (!m_IsUint && !m_IsSint);
if(compType == eCompType_Depth)
if(compType == CompType::Depth)
m_IsDepth = true;
if(m_Tex->format.special)
{
switch(m_Tex->format.specialFormat)
{
case eSpecial_D16S8:
case eSpecial_D24S8:
case eSpecial_D32S8:
case eSpecial_S8: m_IsDepth = true; break;
case SpecialFormat::D16S8:
case SpecialFormat::D24S8:
case SpecialFormat::D32S8:
case SpecialFormat::S8: m_IsDepth = true; break;
default: break;
}
}
@@ -140,7 +140,7 @@ public:
const QList<PixelModification> &mods = getMods(parent);
const FetchDrawcall *draw = m_Ctx.GetDrawcall(mods.front().eventID);
if(draw->flags & eDraw_Clear)
if(draw->flags & DrawFlags::Clear)
return 0;
return mods.count();
@@ -657,13 +657,13 @@ void PixelHistoryView::startDebug(EventTag tag)
QString debugContext = QString("Pixel %1,%2").arg(m_Pixel.x()).arg(m_Pixel.y());
const ShaderReflection *shaderDetails =
m_Ctx.CurPipelineState.GetShaderReflection(eShaderStage_Pixel);
m_Ctx.CurPipelineState.GetShaderReflection(ShaderStage::Pixel);
const ShaderBindpointMapping &bindMapping =
m_Ctx.CurPipelineState.GetBindpointMapping(eShaderStage_Pixel);
m_Ctx.CurPipelineState.GetBindpointMapping(ShaderStage::Pixel);
// viewer takes ownership of the trace
ShaderViewer *s = ShaderViewer::debugShader(m_Ctx, &bindMapping, shaderDetails,
eShaderStage_Pixel, trace, debugContext, this);
ShaderStage::Pixel, trace, debugContext, this);
m_Ctx.setupDockWindow(s);