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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00

Refactor: rename ShaderCombiner methods - name starts from lower case letter.

This commit is contained in:
Sergey Lipskiy 2014-09-02 22:05:11 +07:00
parent 4843c0ffdd
commit 0f176dcc4c
5 changed files with 36 additions and 36 deletions

View File

@ -232,7 +232,7 @@ void CombinerInfo::setCombine(u64 _mux )
{
if (m_pCurrent != NULL && m_pCurrent->getMux() == _mux) {
m_bChanged = false;
m_pCurrent->Update();
m_pCurrent->update();
return;
}
Combiners::const_iterator iter = m_combiners.find(_mux);
@ -242,7 +242,7 @@ void CombinerInfo::setCombine(u64 _mux )
m_pCurrent = _compile(_mux);
m_combiners[_mux] = m_pCurrent;
}
m_pCurrent->Update();
m_pCurrent->update();
m_bChanged = true;
gDP.changed |= CHANGED_COMBINE_COLORS;
}

View File

@ -426,7 +426,7 @@ void FrameBuffer_AttachDepthBuffer()
#endif
assert(checkFBO());
}
CombinerInfo::get().getCurrent()->UpdateDepthInfo(true);
CombinerInfo::get().getCurrent()->updateDepthInfo(true);
}
#ifndef GLES2

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@ -554,7 +554,7 @@ void ShaderCombiner::_locate_attributes() const {
glBindAttribLocation(m_program, SC_NUMLIGHTS, "aNumLights");
}
void ShaderCombiner::Update() {
void ShaderCombiner::update() {
glUseProgram(m_program);
_setIUniform(m_uniforms.uTex0, 0, true);
@ -562,19 +562,19 @@ void ShaderCombiner::Update() {
_setFUniform(m_uniforms.uScreenWidth, OGL.width, true);
_setFUniform(m_uniforms.uScreenHeight, OGL.height, true);
UpdateRenderState(true);
UpdateColors(true);
UpdateTextureInfo(true);
UpdateAlphaTestInfo(true);
UpdateDepthInfo(true);
UpdateLight(true);
updateRenderState(true);
updateColors(true);
updateTextureInfo(true);
updateAlphaTestInfo(true);
updateDepthInfo(true);
updateLight(true);
}
void ShaderCombiner::UpdateRenderState(bool _bForce) {
void ShaderCombiner::updateRenderState(bool _bForce) {
_setIUniform(m_uniforms.uRenderState, OGL.renderState, _bForce);
}
void ShaderCombiner::UpdateLight(bool _bForce) {
void ShaderCombiner::updateLight(bool _bForce) {
if (config.enableHWLighting == 0)
return;
for (s32 i = 0; i <= gSP.numLights; ++i) {
@ -583,7 +583,7 @@ void ShaderCombiner::UpdateLight(bool _bForce) {
}
}
void ShaderCombiner::UpdateColors(bool _bForce) {
void ShaderCombiner::updateColors(bool _bForce) {
_setV4Uniform(m_uniforms.uEnvColor, &gDP.envColor.r, _bForce);
_setV4Uniform(m_uniforms.uPrimColor, &gDP.primColor.r, _bForce);
_setV4Uniform(m_uniforms.uCenterColor, &gDP.key.center.r, _bForce);
@ -620,7 +620,7 @@ void ShaderCombiner::UpdateColors(bool _bForce) {
gDP.changed &= ~CHANGED_COMBINE_COLORS;
}
void ShaderCombiner::UpdateTextureInfo(bool _bForce) {
void ShaderCombiner::updateTextureInfo(bool _bForce) {
_setIUniform(m_uniforms.uTexturePersp, gDP.otherMode.texturePersp, _bForce);
_setFV2Uniform(m_uniforms.uTexScale, gSP.texture.scales, gSP.texture.scalet, _bForce);
int nFB0 = 0, nFB1 = 0;
@ -659,7 +659,7 @@ void ShaderCombiner::UpdateTextureInfo(bool _bForce) {
_setFUniform(m_uniforms.uPrimLod, gDP.primColor.l, _bForce);
}
void ShaderCombiner::UpdateFBInfo(bool _bForce) {
void ShaderCombiner::updateFBInfo(bool _bForce) {
int nFb8bitMode = 0, nFbFixedAlpha = 0;
if (cache.current[0] != NULL && cache.current[0]->frameBufferTexture == TRUE) {
if (cache.current[0]->size == G_IM_SIZ_8b) {
@ -681,7 +681,7 @@ void ShaderCombiner::UpdateFBInfo(bool _bForce) {
gDP.changed &= ~CHANGED_FB_TEXTURE;
}
void ShaderCombiner::UpdateDepthInfo(bool _bForce) {
void ShaderCombiner::updateDepthInfo(bool _bForce) {
if (!OGL.bImageTexture)
return;
@ -702,7 +702,7 @@ void ShaderCombiner::UpdateDepthInfo(bool _bForce) {
_setFUniform(m_uniforms.uDepthTrans, gSP.viewport.vtrans[2]*32768.0f, _bForce);
}
void ShaderCombiner::UpdateAlphaTestInfo(bool _bForce) {
void ShaderCombiner::updateAlphaTestInfo(bool _bForce) {
if ((gDP.otherMode.alphaCompare == G_AC_THRESHOLD) && !(gDP.otherMode.alphaCvgSel)) {
_setIUniform(m_uniforms.uEnableAlphaTest, 1, _bForce);
_setFUniform(m_uniforms.uAlphaTestValue, gDP.blendColor.a, _bForce);

View File

@ -8,14 +8,14 @@ public:
ShaderCombiner(Combiner & _color, Combiner & _alpha, const gDPCombine & _combine);
~ShaderCombiner();
void Update();
void UpdateColors(bool _bForce = false);
void UpdateFBInfo(bool _bForce = false);
void UpdateDepthInfo(bool _bForce = false);
void UpdateAlphaTestInfo(bool _bForce = false);
void UpdateTextureInfo(bool _bForce = false);
void UpdateRenderState(bool _bForce = false);
void UpdateLight(bool _bForce = false);
void update();
void updateColors(bool _bForce = false);
void updateFBInfo(bool _bForce = false);
void updateDepthInfo(bool _bForce = false);
void updateAlphaTestInfo(bool _bForce = false);
void updateTextureInfo(bool _bForce = false);
void updateRenderState(bool _bForce = false);
void updateLight(bool _bForce = false);
u64 getMux() const {return m_combine.mux;}

View File

@ -767,7 +767,7 @@ void OGL_UpdateStates()
OGL_UpdateCullFace();
if (gSP.changed & CHANGED_LIGHT)
CombinerInfo::get().getCurrent()->UpdateLight();
CombinerInfo::get().getCurrent()->updateLight();
if (config.frameBufferEmulation.N64DepthCompare) {
glDisable( GL_DEPTH_TEST );
@ -794,7 +794,7 @@ void OGL_UpdateStates()
}
if ((gDP.changed & (CHANGED_ALPHACOMPARE|CHANGED_RENDERMODE|CHANGED_BLENDCOLOR)) != 0)
CombinerInfo::get().getCurrent()->UpdateAlphaTestInfo();
CombinerInfo::get().getCurrent()->updateAlphaTestInfo();
if (gDP.changed & CHANGED_SCISSOR)
{
@ -822,15 +822,15 @@ void OGL_UpdateStates()
TextureCache_Update(1);
else
TextureCache_ActivateDummy(1);
CombinerInfo::get().getCurrent()->UpdateTextureInfo(true);
CombinerInfo::get().getCurrent()->updateTextureInfo(true);
}
}
if (gDP.changed & CHANGED_FB_TEXTURE)
CombinerInfo::get().getCurrent()->UpdateFBInfo(true);
CombinerInfo::get().getCurrent()->updateFBInfo(true);
if ((gDP.changed & CHANGED_RENDERMODE) || (gSP.geometryMode & G_ZBUFFER))
CombinerInfo::get().getCurrent()->UpdateDepthInfo(true);
CombinerInfo::get().getCurrent()->updateDepthInfo(true);
if ((gDP.changed & CHANGED_RENDERMODE) || (gDP.changed & CHANGED_CYCLETYPE))
{
@ -957,11 +957,11 @@ void OGL_DrawTriangles()
OGL_UpdateCullFace();
OGL_UpdateViewport();
glEnable(GL_SCISSOR_TEST);
CombinerInfo::get().getCurrent()->UpdateRenderState();
CombinerInfo::get().getCurrent()->updateRenderState();
}
CombinerInfo::get().getCurrent()->UpdateColors(true);
CombinerInfo::get().getCurrent()->UpdateLight(true);
CombinerInfo::get().getCurrent()->updateColors(true);
CombinerInfo::get().getCurrent()->updateLight(true);
glDrawElements(GL_TRIANGLES, OGL.triangles.num, GL_UNSIGNED_BYTE, OGL.triangles.elements);
OGL.triangles.num = 0;
@ -985,7 +985,7 @@ void OGL_DrawLine(int v0, int v1, float width )
OGL_UpdateCullFace();
OGL_UpdateViewport();
OGL.renderState = GLInfo::rsLine;
CombinerInfo::get().getCurrent()->UpdateRenderState();
CombinerInfo::get().getCurrent()->updateRenderState();
}
unsigned short elem[2];
@ -1013,7 +1013,7 @@ void OGL_DrawRect( int ulx, int uly, int lrx, int lry, float *color )
glVertexAttrib4f(SC_COLOR, 0, 0, 0, 0);
glVertexAttrib4f(SC_POSITION, 0, 0, (gDP.otherMode.depthSource == G_ZS_PRIM) ? gDP.primDepth.z : gSP.viewport.nearz, 1.0);
glVertexAttribPointer(SC_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), &OGL.rect[0].x);
CombinerInfo::get().getCurrent()->UpdateRenderState();
CombinerInfo::get().getCurrent()->updateRenderState();
}
if (frameBuffer.drawBuffer != GL_FRAMEBUFFER)
@ -1062,7 +1062,7 @@ void OGL_DrawTexturedRect( float ulx, float uly, float lrx, float lry, float uls
glVertexAttribPointer(SC_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), &OGL.rect[0].x);
glVertexAttribPointer(SC_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), &OGL.rect[0].s0);
glVertexAttribPointer(SC_TEXCOORD1, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), &OGL.rect[0].s1);
CombinerInfo::get().getCurrent()->UpdateRenderState();
CombinerInfo::get().getCurrent()->updateRenderState();
}
#ifndef GLES2