From b6ee76054f9d51a61ed178b91a31f49f77292552 Mon Sep 17 00:00:00 2001 From: superp00t Date: Thu, 28 Nov 2024 05:00:33 -0500 Subject: [PATCH] refactor(gx): name all function parameters in header --- src/gx/CGxDevice.cpp | 2 +- src/gx/CGxDevice.hpp | 107 +++++++++++++++++++++---------------------- 2 files changed, 54 insertions(+), 55 deletions(-) diff --git a/src/gx/CGxDevice.cpp b/src/gx/CGxDevice.cpp index 382b206..8e07f12 100644 --- a/src/gx/CGxDevice.cpp +++ b/src/gx/CGxDevice.cpp @@ -273,7 +273,7 @@ void CGxDevice::DeviceSetCurWindow(const CRect& rect) { this->m_curWindowRect = rect; } -void CGxDevice::DeviceSetDefWindow(CRect const& rect) { +void CGxDevice::DeviceSetDefWindow(const CRect& rect) { this->m_defWindowRect = rect; this->DeviceSetCurWindow(rect); } diff --git a/src/gx/CGxDevice.hpp b/src/gx/CGxDevice.hpp index be62c4b..91eedf0 100644 --- a/src/gx/CGxDevice.hpp +++ b/src/gx/CGxDevice.hpp @@ -115,34 +115,34 @@ class CGxDevice { float m_cursorDepth = 0.0f; // Virtual member functions - virtual void ITexMarkAsUpdated(CGxTex*) = 0; - virtual void IRsSendToHw(EGxRenderState) = 0; + virtual void ITexMarkAsUpdated(CGxTex* texId) = 0; + virtual void IRsSendToHw(EGxRenderState which) = 0; virtual void ICursorCreate(const CGxFormat& format); virtual void ICursorDestroy(); virtual void ICursorDraw(); virtual int32_t DeviceCreate(int32_t (*windowProc)(void* window, uint32_t message, uintptr_t wparam, intptr_t lparam), const CGxFormat&); - virtual int32_t DeviceSetFormat(const CGxFormat&); + virtual int32_t DeviceSetFormat(const CGxFormat& format); virtual void* DeviceWindow() = 0; virtual void DeviceWM(EGxWM wm, uintptr_t param1, uintptr_t param2) = 0; - virtual void CapsWindowSize(CRect&) = 0; + virtual void CapsWindowSize(CRect& rect) = 0; virtual void CapsWindowSizeInScreenCoords(CRect& dst) = 0; - virtual void ScenePresent(void); - virtual void SceneClear(uint32_t, CImVector) {}; - virtual void XformSetProjection(const C44Matrix&); - virtual void XformSetView(const C44Matrix&); + virtual void ScenePresent(); + virtual void SceneClear(uint32_t mask, CImVector color) {}; + virtual void XformSetProjection(const C44Matrix& matrix); + virtual void XformSetView(const C44Matrix& matrix); virtual void Draw(CGxBatch* batch, int32_t indexed) {}; - virtual void ValidateDraw(CGxBatch*, int32_t); - virtual void MasterEnableSet(EGxMasterEnables, int32_t); - virtual void PoolSizeSet(CGxPool*, uint32_t) = 0; - virtual char* BufLock(CGxBuf*); + virtual void ValidateDraw(CGxBatch* batch, int32_t count); + virtual void MasterEnableSet(EGxMasterEnables state, int32_t enable); + virtual void PoolSizeSet(CGxPool* pool, uint32_t size) = 0; + virtual char* BufLock(CGxBuf* buf); virtual int32_t BufUnlock(CGxBuf*, uint32_t); virtual void BufData(CGxBuf* buf, const void* data, size_t size, uintptr_t offset); - 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*&); + 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); virtual void TexDestroy(CGxTex* texId); - virtual void ShaderCreate(CGxShader*[], EGxShTarget, const char*, const char*, int32_t); - virtual void ShaderConstantsSet(EGxShTarget, uint32_t, const float*, uint32_t); - virtual void IShaderCreate(CGxShader*) = 0; - virtual int32_t StereoEnabled(void) = 0; + virtual void ShaderCreate(CGxShader* shaders[], EGxShTarget target, const char* a4, const char* a5, int32_t permutations); + virtual void ShaderConstantsSet(EGxShTarget target, uint32_t index, const float* constants, uint32_t count); + virtual void IShaderCreate(CGxShader* shader) = 0; + virtual int32_t StereoEnabled() = 0; virtual void CursorSetVisible(int32_t visible); virtual uint32_t* CursorLock(); virtual void CursorUnlock(uint32_t x, uint32_t y); @@ -150,52 +150,51 @@ class CGxDevice { // Member functions CGxDevice(); const CGxCaps& Caps() const; - CGxBuf* BufCreate(CGxPool*, uint32_t, uint32_t, uint32_t); - CGxBuf* BufStream(EGxPoolTarget, uint32_t, uint32_t); - void DeviceCreatePools(void); - void DeviceCreateStreamBufs(void); - const CRect& DeviceCurWindow(void); - void DeviceSetCurWindow(const CRect&); - void DeviceSetDefWindow(CRect const&); - const CRect& DeviceDefWindow(void); + CGxBuf* BufCreate(CGxPool* pool, uint32_t itemSize, uint32_t itemCount, uint32_t index); + CGxBuf* BufStream(EGxPoolTarget target, uint32_t itemSize, uint32_t itemCount); + void DeviceCreatePools(); + void DeviceCreateStreamBufs(); + const CRect& DeviceCurWindow(); + void DeviceSetCurWindow(const CRect& rect); + void DeviceSetDefWindow(const CRect& rect); + const CRect& DeviceDefWindow(); void ICursorUpdate(); int32_t IDevIsWindowed(); - void IRsDirty(EGxRenderState); - void IRsForceUpdate(void); - void IRsForceUpdate(EGxRenderState); - void IRsInit(void); - void IRsSync(int32_t); - void IShaderBind(void) {}; - void IShaderLoad(CGxShader*[], EGxShTarget, const char*, const char*, int32_t); - void ITexBind(void) {}; - void ITexWHDStartEnd(CGxTex*, uint32_t&, uint32_t&, uint32_t&, uint32_t&); - int32_t MasterEnable(EGxMasterEnables); - CGxPool* PoolCreate(EGxPoolTarget, EGxPoolUsage, uint32_t, EGxPoolHintBits, const char*); - void PrimIndexPtr(CGxBuf*); - void PrimVertexFormat(CGxBuf*, CGxVertexAttrib*, uint32_t); - void PrimVertexMask(uint32_t); - void PrimVertexPtr(CGxBuf*, EGxVertexBufferFormat); - void RsGet(EGxRenderState, int32_t&); - void RsSet(EGxRenderState, int32_t); - void RsSet(EGxRenderState, void*); - void RsSetAlphaRef(void); - void RsPop(void); - void RsPush(void); - void ShaderConstantsClear(void); + void IRsDirty(EGxRenderState which); + void IRsForceUpdate(); + void IRsForceUpdate(EGxRenderState which); + void IRsInit(); + void IRsSync(int32_t force); + void IShaderBind() {}; + void IShaderLoad(CGxShader* shaders[], EGxShTarget target, const char* a4, const char* a5, int32_t permutations); + void ITexBind() {}; + void ITexWHDStartEnd(CGxTex* texId, uint32_t& width, uint32_t& height, uint32_t& baseMip, uint32_t& mipCount); + int32_t MasterEnable(EGxMasterEnables state); + CGxPool* PoolCreate(EGxPoolTarget target, EGxPoolUsage usage, uint32_t size, EGxPoolHintBits hint, const char* name); + void PrimIndexPtr(CGxBuf* buf); + void PrimVertexFormat(CGxBuf* buf, CGxVertexAttrib* attribs, uint32_t count); + void PrimVertexMask(uint32_t mask); + void PrimVertexPtr(CGxBuf* buf, EGxVertexBufferFormat format); + void RsGet(EGxRenderState which, int32_t& value); + void RsSet(EGxRenderState which, int32_t value); + void RsSet(EGxRenderState, void* value); + void RsSetAlphaRef(); + void RsPop(); + void RsPush(); + void ShaderConstantsClear(); char* ShaderConstantsLock(EGxShTarget target); void ShaderConstantsUnlock(EGxShTarget target, uint32_t index, uint32_t count); - void TexMarkForUpdate(CGxTex*, const CiRect&, int32_t); + void TexMarkForUpdate(CGxTex* texId, const CiRect& updateRect, int32_t immediate); void TexSetWrap(CGxTex* texId, EGxTexWrapMode wrapU, EGxTexWrapMode wrapV); void XformPop(EGxXform xf); - void XformProjection(C44Matrix&); - void XformProjNative(C44Matrix&); + void XformProjection(C44Matrix& matrix); + void XformProjNative(C44Matrix& matrix); void XformPush(EGxXform xf); void XformPush(EGxXform xf, const C44Matrix& matrix); void XformSet(EGxXform xf, const C44Matrix& matrix); - void XformSetViewport(float, float, float, float, float, float); - void XformView(C44Matrix&); - void XformViewport(float&, float&, float&, float&, float&, float&); - + void XformSetViewport(float minX, float maxX, float minY, float maxY, float minZ, float maxZ); + void XformView(C44Matrix& matrix); + void XformViewport(float& minX, float& maxX, float& minY, float& maxY, float& minZ, float& maxZ); }; #endif