refactor(gx): name all function parameters in header

This commit is contained in:
superp00t 2024-11-28 05:00:33 -05:00
parent 6bb67d8a44
commit b6ee76054f
2 changed files with 54 additions and 55 deletions

View File

@ -273,7 +273,7 @@ void CGxDevice::DeviceSetCurWindow(const CRect& rect) {
this->m_curWindowRect = rect; this->m_curWindowRect = rect;
} }
void CGxDevice::DeviceSetDefWindow(CRect const& rect) { void CGxDevice::DeviceSetDefWindow(const CRect& rect) {
this->m_defWindowRect = rect; this->m_defWindowRect = rect;
this->DeviceSetCurWindow(rect); this->DeviceSetCurWindow(rect);
} }

View File

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