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https://github.com/thunderbrewhq/thunderbrew
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refactor(gx): name all function parameters in header
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@ -273,7 +273,7 @@ void CGxDevice::DeviceSetCurWindow(const CRect& rect) {
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this->m_curWindowRect = rect;
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}
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void CGxDevice::DeviceSetDefWindow(CRect const& rect) {
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void CGxDevice::DeviceSetDefWindow(const CRect& rect) {
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this->m_defWindowRect = rect;
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this->DeviceSetCurWindow(rect);
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}
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@ -115,34 +115,34 @@ class CGxDevice {
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float m_cursorDepth = 0.0f;
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// Virtual member functions
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virtual void ITexMarkAsUpdated(CGxTex*) = 0;
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virtual void IRsSendToHw(EGxRenderState) = 0;
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virtual void ITexMarkAsUpdated(CGxTex* texId) = 0;
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virtual void IRsSendToHw(EGxRenderState which) = 0;
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virtual void ICursorCreate(const CGxFormat& format);
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virtual void ICursorDestroy();
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virtual void ICursorDraw();
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virtual int32_t DeviceCreate(int32_t (*windowProc)(void* window, uint32_t message, uintptr_t wparam, intptr_t lparam), const CGxFormat&);
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virtual int32_t DeviceSetFormat(const CGxFormat&);
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virtual int32_t DeviceSetFormat(const CGxFormat& format);
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virtual void* DeviceWindow() = 0;
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virtual void DeviceWM(EGxWM wm, uintptr_t param1, uintptr_t param2) = 0;
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virtual void CapsWindowSize(CRect&) = 0;
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virtual void CapsWindowSize(CRect& rect) = 0;
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virtual void CapsWindowSizeInScreenCoords(CRect& dst) = 0;
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virtual void ScenePresent(void);
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virtual void SceneClear(uint32_t, CImVector) {};
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virtual void XformSetProjection(const C44Matrix&);
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virtual void XformSetView(const C44Matrix&);
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virtual void ScenePresent();
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virtual void SceneClear(uint32_t mask, CImVector color) {};
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virtual void XformSetProjection(const C44Matrix& matrix);
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virtual void XformSetView(const C44Matrix& matrix);
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virtual void Draw(CGxBatch* batch, int32_t indexed) {};
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virtual void ValidateDraw(CGxBatch*, int32_t);
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virtual void MasterEnableSet(EGxMasterEnables, int32_t);
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virtual void PoolSizeSet(CGxPool*, uint32_t) = 0;
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virtual char* BufLock(CGxBuf*);
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virtual void ValidateDraw(CGxBatch* batch, int32_t count);
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virtual void MasterEnableSet(EGxMasterEnables state, int32_t enable);
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virtual void PoolSizeSet(CGxPool* pool, uint32_t size) = 0;
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virtual char* BufLock(CGxBuf* buf);
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virtual int32_t BufUnlock(CGxBuf*, uint32_t);
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virtual void BufData(CGxBuf* buf, const void* data, size_t size, uintptr_t offset);
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virtual int32_t TexCreate(EGxTexTarget, uint32_t, uint32_t, uint32_t, EGxTexFormat, EGxTexFormat, CGxTexFlags, void*, void (*)(EGxTexCommand, uint32_t, uint32_t, uint32_t, uint32_t, void*, uint32_t&, const void*&), const char*, CGxTex*&);
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virtual int32_t TexCreate(EGxTexTarget target, uint32_t width, uint32_t height, uint32_t depth, EGxTexFormat format, EGxTexFormat dataFormat, CGxTexFlags flags, void* userArg, void (*)(EGxTexCommand, uint32_t, uint32_t, uint32_t, uint32_t, void*, uint32_t&, const void*&), const char* name, CGxTex*& texId);
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virtual void TexDestroy(CGxTex* texId);
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virtual void ShaderCreate(CGxShader*[], EGxShTarget, const char*, const char*, int32_t);
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virtual void ShaderConstantsSet(EGxShTarget, uint32_t, const float*, uint32_t);
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virtual void IShaderCreate(CGxShader*) = 0;
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virtual int32_t StereoEnabled(void) = 0;
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virtual void ShaderCreate(CGxShader* shaders[], EGxShTarget target, const char* a4, const char* a5, int32_t permutations);
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virtual void ShaderConstantsSet(EGxShTarget target, uint32_t index, const float* constants, uint32_t count);
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virtual void IShaderCreate(CGxShader* shader) = 0;
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virtual int32_t StereoEnabled() = 0;
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virtual void CursorSetVisible(int32_t visible);
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virtual uint32_t* CursorLock();
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virtual void CursorUnlock(uint32_t x, uint32_t y);
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@ -150,52 +150,51 @@ class CGxDevice {
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// Member functions
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CGxDevice();
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const CGxCaps& Caps() const;
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CGxBuf* BufCreate(CGxPool*, uint32_t, uint32_t, uint32_t);
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CGxBuf* BufStream(EGxPoolTarget, uint32_t, uint32_t);
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void DeviceCreatePools(void);
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void DeviceCreateStreamBufs(void);
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const CRect& DeviceCurWindow(void);
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void DeviceSetCurWindow(const CRect&);
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void DeviceSetDefWindow(CRect const&);
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const CRect& DeviceDefWindow(void);
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CGxBuf* BufCreate(CGxPool* pool, uint32_t itemSize, uint32_t itemCount, uint32_t index);
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CGxBuf* BufStream(EGxPoolTarget target, uint32_t itemSize, uint32_t itemCount);
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void DeviceCreatePools();
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void DeviceCreateStreamBufs();
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const CRect& DeviceCurWindow();
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void DeviceSetCurWindow(const CRect& rect);
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void DeviceSetDefWindow(const CRect& rect);
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const CRect& DeviceDefWindow();
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void ICursorUpdate();
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int32_t IDevIsWindowed();
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void IRsDirty(EGxRenderState);
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void IRsForceUpdate(void);
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void IRsForceUpdate(EGxRenderState);
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void IRsInit(void);
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void IRsSync(int32_t);
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void IShaderBind(void) {};
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void IShaderLoad(CGxShader*[], EGxShTarget, const char*, const char*, int32_t);
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void ITexBind(void) {};
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void ITexWHDStartEnd(CGxTex*, uint32_t&, uint32_t&, uint32_t&, uint32_t&);
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int32_t MasterEnable(EGxMasterEnables);
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CGxPool* PoolCreate(EGxPoolTarget, EGxPoolUsage, uint32_t, EGxPoolHintBits, const char*);
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void PrimIndexPtr(CGxBuf*);
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void PrimVertexFormat(CGxBuf*, CGxVertexAttrib*, uint32_t);
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void PrimVertexMask(uint32_t);
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void PrimVertexPtr(CGxBuf*, EGxVertexBufferFormat);
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void RsGet(EGxRenderState, int32_t&);
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void RsSet(EGxRenderState, int32_t);
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void RsSet(EGxRenderState, void*);
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void RsSetAlphaRef(void);
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void RsPop(void);
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void RsPush(void);
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void ShaderConstantsClear(void);
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void IRsDirty(EGxRenderState which);
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void IRsForceUpdate();
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void IRsForceUpdate(EGxRenderState which);
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void IRsInit();
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void IRsSync(int32_t force);
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void IShaderBind() {};
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void IShaderLoad(CGxShader* shaders[], EGxShTarget target, const char* a4, const char* a5, int32_t permutations);
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void ITexBind() {};
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void ITexWHDStartEnd(CGxTex* texId, uint32_t& width, uint32_t& height, uint32_t& baseMip, uint32_t& mipCount);
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int32_t MasterEnable(EGxMasterEnables state);
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CGxPool* PoolCreate(EGxPoolTarget target, EGxPoolUsage usage, uint32_t size, EGxPoolHintBits hint, const char* name);
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void PrimIndexPtr(CGxBuf* buf);
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void PrimVertexFormat(CGxBuf* buf, CGxVertexAttrib* attribs, uint32_t count);
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void PrimVertexMask(uint32_t mask);
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void PrimVertexPtr(CGxBuf* buf, EGxVertexBufferFormat format);
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void RsGet(EGxRenderState which, int32_t& value);
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void RsSet(EGxRenderState which, int32_t value);
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void RsSet(EGxRenderState, void* value);
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void RsSetAlphaRef();
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void RsPop();
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void RsPush();
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void ShaderConstantsClear();
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char* ShaderConstantsLock(EGxShTarget target);
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void ShaderConstantsUnlock(EGxShTarget target, uint32_t index, uint32_t count);
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void TexMarkForUpdate(CGxTex*, const CiRect&, int32_t);
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void TexMarkForUpdate(CGxTex* texId, const CiRect& updateRect, int32_t immediate);
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void TexSetWrap(CGxTex* texId, EGxTexWrapMode wrapU, EGxTexWrapMode wrapV);
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void XformPop(EGxXform xf);
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void XformProjection(C44Matrix&);
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void XformProjNative(C44Matrix&);
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void XformProjection(C44Matrix& matrix);
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void XformProjNative(C44Matrix& matrix);
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void XformPush(EGxXform xf);
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void XformPush(EGxXform xf, const C44Matrix& matrix);
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void XformSet(EGxXform xf, const C44Matrix& matrix);
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void XformSetViewport(float, float, float, float, float, float);
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void XformView(C44Matrix&);
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void XformViewport(float&, float&, float&, float&, float&, float&);
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void XformSetViewport(float minX, float maxX, float minY, float maxY, float minZ, float maxZ);
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void XformView(C44Matrix& matrix);
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void XformViewport(float& minX, float& maxX, float& minY, float& maxY, float& minZ, float& maxZ);
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};
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#endif
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