diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/Render.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 150f51c14c..182a7bbad9 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -380,7 +380,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) // Take the mean of the resulting dimensions; TODO: Don't use the center pixel, compute the // average color instead D3D11_RECT RectToLock; - if (type == PEEK_COLOR || type == PEEK_Z) + if (type == EFBAccessType::PeekColor || type == EFBAccessType::PeekZ) { RectToLock.left = (targetPixelRc.left + targetPixelRc.right) / 2; RectToLock.top = (targetPixelRc.top + targetPixelRc.bottom) / 2; @@ -406,7 +406,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) D3DTexture2D* source_tex; D3DTexture2D* read_tex; ID3D11Texture2D* staging_tex; - if (type == PEEK_COLOR) + if (type == EFBAccessType::PeekColor) { source_tex = FramebufferManager::GetEFBColorTexture(); read_tex = FramebufferManager::GetEFBColorReadTexture(); @@ -421,7 +421,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) // Select pixel shader (we don't want to average depth samples, instead select the minimum). ID3D11PixelShader* copy_pixel_shader; - if (type == PEEK_Z && g_ActiveConfig.iMultisamples > 1) + if (type == EFBAccessType::PeekZ && g_ActiveConfig.iMultisamples > 1) copy_pixel_shader = PixelShaderCache::GetDepthResolveProgram(); else copy_pixel_shader = PixelShaderCache::GetColorCopyProgram(true); @@ -447,7 +447,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) // Convert the framebuffer data to the format the game is expecting to receive. u32 ret; - if (type == PEEK_COLOR) + if (type == EFBAccessType::PeekColor) { u32 val; memcpy(&val, map.pData, sizeof(val)); @@ -478,7 +478,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) else /*if(alpha_read_mode.ReadMode == 0)*/ ret = (val & 0x00FFFFFF); // GX_READ_00 } - else // type == PEEK_Z + else // type == EFBAccessType::PeekZ { float val; memcpy(&val, map.pData, sizeof(val)); @@ -505,7 +505,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num { ResetAPIState(); - if (type == POKE_COLOR) + if (type == EFBAccessType::PokeColor) { D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight()); @@ -513,7 +513,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), nullptr); } - else // if (type == POKE_Z) + else // if (type == EFBAccessType::PokeZ) { D3D::stateman->PushBlendState(clearblendstates[3]); D3D::stateman->PushDepthState(cleardepthstates[1]); @@ -529,7 +529,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num D3D::DrawEFBPokeQuads(type, points, num_points); - if (type == POKE_Z) + if (type == EFBAccessType::PokeZ) { D3D::stateman->PopDepthState(); D3D::stateman->PopBlendState(); |
