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path: root/Source/Core/VideoBackends/D3D/Render.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp16
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();