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authorMarkus Wick <degasus@users.noreply.github.com>2017-01-23 17:14:06 +0100
committerGitHub <noreply@github.com>2017-01-23 17:14:06 +0100
commit1c854f2daa2929ae5d8bb0e6978a11eb9abf442b (patch)
tree6eb4c70f6e6dcdf8c9eaf5fbbb9c73360091e493 /Source/Core/VideoBackends/D3D12/Render.cpp
parent6d879f7f3ae2cf4a20f574f301e3edb458f27c90 (diff)
parent940aa6f32d5348c40fdc904e42b47fbe032fcd4d (diff)
Merge pull request #4727 from lioncash/enum-class
VideoBackendBase: Convert EFBAccessType and FieldType into enum classes
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/Render.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp
index 9fbf8ade33..f73e65c9e7 100644
--- a/Source/Core/VideoBackends/D3D12/Render.cpp
+++ b/Source/Core/VideoBackends/D3D12/Render.cpp
@@ -363,7 +363,7 @@ void Renderer::SetColorMask()
// - GX_PokeZMode (TODO)
u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
{
- if (type == PEEK_COLOR)
+ if (type == EFBAccessType::PeekColor)
{
u32 color = FramebufferManager::ReadEFBColorAccessCopy(x, y);
@@ -399,7 +399,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
return (color & 0x00FFFFFF); // GX_READ_00
}
}
- else // if (type == PEEK_Z)
+ else // if (type == EFBAccessType::PeekZ)
{
// depth buffer is inverted in the d3d backend
float depth = 1.0f - FramebufferManager::ReadEFBDepthAccessCopy(x, y);
@@ -423,14 +423,14 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
{
D3D::SetViewportAndScissor(0, 0, GetTargetWidth(), GetTargetHeight());
- if (type == POKE_COLOR)
+ if (type == EFBAccessType::PokeColor)
{
// In the D3D12 backend, the rt/db/viewport is passed into DrawEFBPokeQuads, and set there.
D3D::DrawEFBPokeQuads(type, points, num_points, &g_reset_blend_desc, &g_reset_depth_desc,
&FramebufferManager::GetEFBColorTexture()->GetRTV12(), nullptr,
FramebufferManager::GetEFBColorTexture()->GetMultisampled());
}
- else // if (type == POKE_Z)
+ else // if (type == EFBAccessType::PokeZ)
{
D3D::DrawEFBPokeQuads(type, points, num_points,
&s_clear_blend_descs[CLEAR_BLEND_DESC_ALL_CHANNELS_DISABLED],