diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/Render.cpp | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 606849a39c..f3bc191d9e 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -239,7 +239,7 @@ Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferH s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0; s_last_xfb_mode = g_ActiveConfig.bUseRealXFB; - g_framebuffer_manager = std::make_unique<FramebufferManager>(s_target_width, s_target_height); + g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height); SetupDeviceObjects(); // Setup GX pipeline state @@ -268,7 +268,7 @@ Renderer::Renderer() : ::Renderer(D3D::GetBackBufferWidth(), D3D::GetBackBufferH D3D::context->ClearDepthStencilView(FramebufferManager::GetEFBDepthTexture()->GetDSV(), D3D11_CLEAR_DEPTH, 0.f, 0); - D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)s_target_width, (float)s_target_height); + D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)m_target_width, (float)m_target_height); D3D::context->RSSetViewports(1, &vp); D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), FramebufferManager::GetEFBDepthTexture()->GetDSV()); @@ -711,7 +711,7 @@ void Renderer::SetBlendMode(bool forceUpdate) void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, u64 ticks, float Gamma) { - if ((!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight) + if ((!m_xfb_written && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight) { Core::Callback_VideoCopiedToXFB(false); return; @@ -865,7 +865,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, // Resize the back buffers NOW to avoid flickering if (CalculateTargetSize() || xfbchanged || windowResized || - s_last_efb_scale != g_ActiveConfig.iEFBScale || + m_last_efb_scale != g_ActiveConfig.iEFBScale || s_last_multisamples != g_ActiveConfig.iMultisamples || s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0)) { @@ -879,13 +879,13 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, D3D::Reset(); SAFE_RELEASE(s_screenshot_texture); SAFE_RELEASE(s_3d_vision_texture); - s_backbuffer_width = D3D::GetBackBufferWidth(); - s_backbuffer_height = D3D::GetBackBufferHeight(); + m_backbuffer_width = D3D::GetBackBufferWidth(); + m_backbuffer_height = D3D::GetBackBufferHeight(); } UpdateDrawRectangle(); - s_last_efb_scale = g_ActiveConfig.iEFBScale; + m_last_efb_scale = g_ActiveConfig.iEFBScale; s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0; PixelShaderManager::SetEfbScaleChanged(); @@ -893,7 +893,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr); g_framebuffer_manager.reset(); - g_framebuffer_manager = std::make_unique<FramebufferManager>(s_target_width, s_target_height); + g_framebuffer_manager = std::make_unique<FramebufferManager>(m_target_width, m_target_height); float clear_col[4] = {0.f, 0.f, 0.f, 1.f}; D3D::context->ClearRenderTargetView(FramebufferManager::GetEFBColorTexture()->GetRTV(), clear_col); @@ -1147,12 +1147,12 @@ u16 Renderer::BBoxRead(int index) if (index < 2) { // left/right - value = value * EFB_WIDTH / s_target_width; + value = value * EFB_WIDTH / m_target_width; } else { // up/down - value = value * EFB_HEIGHT / s_target_height; + value = value * EFB_HEIGHT / m_target_height; } if (index & 1) value++; // fix max values to describe the outer border @@ -1167,11 +1167,11 @@ void Renderer::BBoxWrite(int index, u16 _value) value--; if (index < 2) { - value = value * s_target_width / EFB_WIDTH; + value = value * m_target_width / EFB_WIDTH; } else { - value = value * s_target_height / EFB_HEIGHT; + value = value * m_target_height / EFB_HEIGHT; } BBox::Set(index, value); @@ -1205,11 +1205,11 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D else if (g_ActiveConfig.iStereoMode == STEREO_3DVISION) { if (!s_3d_vision_texture) - Create3DVisionTexture(s_backbuffer_width, s_backbuffer_height); + Create3DVisionTexture(m_backbuffer_width, m_backbuffer_height); D3D11_VIEWPORT leftVp = CD3D11_VIEWPORT((float)dst.left, (float)dst.top, (float)dst.GetWidth(), (float)dst.GetHeight()); - D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + s_backbuffer_width), (float)dst.top, + D3D11_VIEWPORT rightVp = CD3D11_VIEWPORT((float)(dst.left + m_backbuffer_width), (float)dst.top, (float)dst.GetWidth(), (float)dst.GetHeight()); // Render to staging texture which is double the width of the backbuffer @@ -1229,7 +1229,7 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D // Copy the left eye to the backbuffer, if Nvidia 3D Vision is enabled it should // recognize the signature and automatically include the right eye frame. - D3D11_BOX box = CD3D11_BOX(0, 0, 0, s_backbuffer_width, s_backbuffer_height, 1); + D3D11_BOX box = CD3D11_BOX(0, 0, 0, m_backbuffer_width, m_backbuffer_height, 1); D3D::context->CopySubresourceRegion(D3D::GetBackBuffer()->GetTex(), 0, 0, 0, 0, s_3d_vision_texture->GetTex(), 0, &box); |
