diff --git a/Common/KeyMap.cpp b/Common/KeyMap.cpp
index bd81b1fe5b..dc5daf3f04 100644
--- a/Common/KeyMap.cpp
+++ b/Common/KeyMap.cpp
@@ -242,8 +242,8 @@ static const DefMappingStruct defaultOuyaMap[] = {
{VIRTKEY_PAUSE , NKCODE_BUTTON_THUMBR},
{VIRTKEY_AXIS_X_MIN, JOYSTICK_AXIS_X, -1},
{VIRTKEY_AXIS_X_MAX, JOYSTICK_AXIS_X, +1},
- {VIRTKEY_AXIS_Y_MAX, JOYSTICK_AXIS_Y, -1},
{VIRTKEY_AXIS_Y_MIN, JOYSTICK_AXIS_Y, +1},
+ {VIRTKEY_AXIS_Y_MAX, JOYSTICK_AXIS_Y, -1},
};
static const DefMappingStruct defaultXperiaPlay[] = {
diff --git a/GPU/D3D11/DrawEngineD3D11.cpp b/GPU/D3D11/DrawEngineD3D11.cpp
index e16f67c3b0..1f0de89bbf 100644
--- a/GPU/D3D11/DrawEngineD3D11.cpp
+++ b/GPU/D3D11/DrawEngineD3D11.cpp
@@ -894,14 +894,14 @@ rotateVBO:
uint32_t clearFlag = 0;
- if (gstate.isClearModeColorMask()) clearFlag |= Draw::COLOR;
- if (gstate.isClearModeAlphaMask()) clearFlag |= Draw::STENCIL;
- if (gstate.isClearModeDepthMask()) clearFlag |= Draw::DEPTH;
+ if (gstate.isClearModeColorMask()) clearFlag |= Draw::FBChannel::FB_COLOR_BIT;
+ if (gstate.isClearModeAlphaMask()) clearFlag |= Draw::FBChannel::FB_STENCIL_BIT;
+ if (gstate.isClearModeDepthMask()) clearFlag |= Draw::FBChannel::FB_DEPTH_BIT;
- if (clearFlag & Draw::DEPTH) {
+ if (clearFlag & Draw::FBChannel::FB_DEPTH_BIT) {
framebufferManager_->SetDepthUpdated();
}
- if (clearFlag & Draw::COLOR) {
+ if (clearFlag & Draw::FBChannel::FB_COLOR_BIT) {
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
}
diff --git a/GPU/D3D11/FramebufferManagerD3D11.cpp b/GPU/D3D11/FramebufferManagerD3D11.cpp
index a03983f209..1f8c0b209e 100644
--- a/GPU/D3D11/FramebufferManagerD3D11.cpp
+++ b/GPU/D3D11/FramebufferManagerD3D11.cpp
@@ -149,7 +149,7 @@ void FramebufferManagerD3D11::SetTextureCache(TextureCacheD3D11 *tc) {
}
void FramebufferManagerD3D11::ClearBuffer(bool keepState) {
- draw_->Clear(Draw::ClearFlag::COLOR | Draw::ClearFlag::DEPTH | Draw::ClearFlag::STENCIL, 0, ToScaledDepth(0), 0);
+ draw_->Clear(Draw::FBChannel::FB_COLOR_BIT | Draw::FBChannel::FB_DEPTH_BIT | Draw::FBChannel::FB_STENCIL_BIT, 0, ToScaledDepth(0), 0);
}
void FramebufferManagerD3D11::DisableState() {
diff --git a/GPU/D3D11/StencilBufferD3D11.cpp b/GPU/D3D11/StencilBufferD3D11.cpp
index b3064982e9..2c576f180f 100644
--- a/GPU/D3D11/StencilBufferD3D11.cpp
+++ b/GPU/D3D11/StencilBufferD3D11.cpp
@@ -201,7 +201,7 @@ bool FramebufferManagerD3D11::NotifyStencilUpload(u32 addr, int size, bool skipZ
context_->RSSetViewports(1, &vp);
// Zero stencil
- draw_->Clear(Draw::ClearFlag::STENCIL, 0, 0, 0);
+ draw_->Clear(Draw::FBChannel::FB_STENCIL_BIT, 0, 0, 0);
float fw = dstBuffer->width;
float fh = dstBuffer->height;
diff --git a/GPU/Software/SoftGpu.cpp b/GPU/Software/SoftGpu.cpp
index 34f3c6a641..809d5cb6c6 100644
--- a/GPU/Software/SoftGpu.cpp
+++ b/GPU/Software/SoftGpu.cpp
@@ -258,7 +258,7 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight) {
draw_->BindIndexBuffer(idata, 0);
draw_->DrawIndexed(6, 0);
} else {
- draw_->Clear(Draw::COLOR, 0, 0, 0);
+ draw_->Clear(Draw::FB_COLOR_BIT, 0, 0, 0);
}
}
diff --git a/UI/EmuScreen.cpp b/UI/EmuScreen.cpp
index cbe83fddf4..6cb4997789 100644
--- a/UI/EmuScreen.cpp
+++ b/UI/EmuScreen.cpp
@@ -991,7 +991,7 @@ void EmuScreen::render() {
if (!useBufferedRendering) {
DrawContext *draw = screenManager()->getDrawContext();
- draw->Clear(ClearFlag::COLOR | ClearFlag::DEPTH | ClearFlag::STENCIL, 0xFF000000, 0.0f, 0);
+ draw->Clear(FBChannel::FB_COLOR_BIT | FBChannel::FB_DEPTH_BIT | FBChannel::FB_STENCIL_BIT, 0xFF000000, 0.0f, 0);
Viewport viewport;
viewport.TopLeftX = 0;
diff --git a/Windows/XinputDevice.cpp b/Windows/XinputDevice.cpp
index 0374878b6f..e600dbde3c 100644
--- a/Windows/XinputDevice.cpp
+++ b/Windows/XinputDevice.cpp
@@ -15,9 +15,9 @@ typedef DWORD (WINAPI *XInputGetState_t) (DWORD dwUserIndex, XINPUT_STATE* pStat
typedef DWORD (WINAPI *XInputSetState_t) (DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
typedef DWORD (WINAPI *XInputGetCapabilities_t) (DWORD dwUserIndex, DWORD dwFlags, XINPUT_CAPABILITIES* pCapabilities);
-XInputGetState_t PPSSPP_XInputGetState = NULL;
-XInputSetState_t PPSSPP_XInputSetState = NULL;
-XInputGetCapabilities_t PPSSPP_XInputGetCapabilities = NULL;
+static XInputGetState_t PPSSPP_XInputGetState = NULL;
+static XInputSetState_t PPSSPP_XInputSetState = NULL;
+static XInputGetCapabilities_t PPSSPP_XInputGetCapabilities = NULL;
static DWORD PPSSPP_XInputVersion = 0;
static HMODULE s_pXInputDLL = 0;
static int s_XInputDLLRefCount = 0;
@@ -97,10 +97,8 @@ static const unsigned int xinput_ctrl_map_size = sizeof(xinput_ctrl_map) / sizeo
XinputDevice::XinputDevice() {
if (LoadXInputDLL() != 0) {
- ERROR_LOG(SCECTRL, "Failed to load XInput! DLL missing");
+ WARN_LOG(SCECTRL, "Failed to load XInput! DLL missing");
}
- ZeroMemory( &this->prevState, sizeof(this->prevState) );
- this->check_delay = 0;
this->gamepad_idx = -1;
}
diff --git a/Windows/XinputDevice.h b/Windows/XinputDevice.h
index d29f4db27a..6428b472c2 100644
--- a/Windows/XinputDevice.h
+++ b/Windows/XinputDevice.h
@@ -13,7 +13,7 @@ public:
private:
void ApplyButtons(XINPUT_STATE &state, InputState &input_state);
int gamepad_idx;
- int check_delay;
- XINPUT_STATE prevState;
- u32 prevButtons;
+ int check_delay = 0;
+ XINPUT_STATE prevState{};
+ u32 prevButtons = 0;
};
\ No newline at end of file
diff --git a/ext/SPIRV-Cross.vcxproj b/ext/SPIRV-Cross.vcxproj
index 976fe901da..ff6a10c202 100644
--- a/ext/SPIRV-Cross.vcxproj
+++ b/ext/SPIRV-Cross.vcxproj
@@ -150,9 +150,6 @@
true
-
-
-
diff --git a/ext/SPIRV-Cross.vcxproj.filters b/ext/SPIRV-Cross.vcxproj.filters
index a7292be06c..935004f166 100644
--- a/ext/SPIRV-Cross.vcxproj.filters
+++ b/ext/SPIRV-Cross.vcxproj.filters
@@ -1,8 +1,5 @@
-
-
-
diff --git a/ext/native/thin3d/thin3d.h b/ext/native/thin3d/thin3d.h
index b5b9c3311f..15f04676d8 100644
--- a/ext/native/thin3d/thin3d.h
+++ b/ext/native/thin3d/thin3d.h
@@ -163,12 +163,6 @@ enum FragmentShaderPreset : int {
FS_MAX_PRESET,
};
-enum ClearFlag : int {
- COLOR = 1,
- DEPTH = 2,
- STENCIL = 4,
-};
-
enum class TextureType : uint8_t {
UNKNOWN,
LINEAR1D,
@@ -331,6 +325,8 @@ enum FBChannel {
FB_COLOR_BIT = 1,
FB_DEPTH_BIT = 2,
FB_STENCIL_BIT = 4,
+
+ // Implementation specific
FB_SURFACE_BIT = 32, // Used in conjunction with the others in D3D9 to get surfaces through get_api_texture
};
diff --git a/ext/native/thin3d/thin3d_d3d11.cpp b/ext/native/thin3d/thin3d_d3d11.cpp
index ab89fb0854..fc1c3ae553 100644
--- a/ext/native/thin3d/thin3d_d3d11.cpp
+++ b/ext/native/thin3d/thin3d_d3d11.cpp
@@ -1132,33 +1132,33 @@ void D3D11DrawContext::BindSamplerStates(int start, int count, SamplerState **st
}
void D3D11DrawContext::Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) {
- if ((mask & ClearFlag::COLOR) && curRenderTargetView_) {
+ if ((mask & FBChannel::FB_COLOR_BIT) && curRenderTargetView_) {
float colorRGBA[4];
Uint8x4ToFloat4(colorRGBA, colorval);
context_->ClearRenderTargetView(curRenderTargetView_, colorRGBA);
}
- if ((mask & (ClearFlag::DEPTH | ClearFlag::STENCIL)) && curDepthStencilView_) {
+ if ((mask & (FBChannel::FB_DEPTH_BIT | FBChannel::FB_STENCIL_BIT)) && curDepthStencilView_) {
UINT clearFlag = 0;
- if (mask & ClearFlag::DEPTH)
+ if (mask & FBChannel::FB_DEPTH_BIT)
clearFlag |= D3D11_CLEAR_DEPTH;
- if (mask & ClearFlag::STENCIL)
+ if (mask & FBChannel::FB_STENCIL_BIT)
clearFlag |= D3D11_CLEAR_STENCIL;
context_->ClearDepthStencilView(curDepthStencilView_, clearFlag, depthVal, stencilVal);
}
}
-void D3D11DrawContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x, int y, int z, Framebuffer *dstfb, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBits) {
+void D3D11DrawContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x, int y, int z, Framebuffer *dstfb, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth, int channelBit) {
D3D11Framebuffer *src = (D3D11Framebuffer *)srcfb;
D3D11Framebuffer *dst = (D3D11Framebuffer *)dstfb;
ID3D11Texture2D *srcTex = nullptr;
ID3D11Texture2D *dstTex = nullptr;
- switch (channelBits) {
- case FB_COLOR_BIT:
+ switch (channelBit) {
+ case FBChannel::FB_COLOR_BIT:
srcTex = src->colorTex;
dstTex = dst->colorTex;
break;
- case FB_DEPTH_BIT:
+ case FBChannel::FB_DEPTH_BIT:
srcTex = src->depthStencilTex;
dstTex = dst->depthStencilTex;
break;
@@ -1171,7 +1171,7 @@ void D3D11DrawContext::CopyFramebufferImage(Framebuffer *srcfb, int level, int x
return;
}
- if (channelBits != FB_DEPTH_BIT) {
+ if (channelBit != FBChannel::FB_DEPTH_BIT) {
// Non-full copies are not supported for the depth channel.
D3D11_BOX srcBox{ (UINT)x, (UINT)y, (UINT)z, (UINT)(x + width), (UINT)(y + height), (UINT)(z + depth) };
context_->CopySubresourceRegion(dstTex, dstLevel, dstX, dstY, dstZ, srcTex, level, &srcBox);
diff --git a/ext/native/thin3d/thin3d_d3d9.cpp b/ext/native/thin3d/thin3d_d3d9.cpp
index 306497ec4e..2e75610290 100644
--- a/ext/native/thin3d/thin3d_d3d9.cpp
+++ b/ext/native/thin3d/thin3d_d3d9.cpp
@@ -911,10 +911,9 @@ static uint32_t SwapRB(uint32_t c) {
void D3D9Context::Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) {
UINT d3dMask = 0;
- if (mask & ClearFlag::COLOR) d3dMask |= D3DCLEAR_TARGET;
- if (mask & ClearFlag::DEPTH) d3dMask |= D3DCLEAR_ZBUFFER;
- if (mask & ClearFlag::STENCIL) d3dMask |= D3DCLEAR_STENCIL;
-
+ if (mask & FBChannel::FB_COLOR_BIT) d3dMask |= D3DCLEAR_TARGET;
+ if (mask & FBChannel::FB_DEPTH_BIT) d3dMask |= D3DCLEAR_ZBUFFER;
+ if (mask & FBChannel::FB_STENCIL_BIT) d3dMask |= D3DCLEAR_STENCIL;
device_->Clear(0, NULL, d3dMask, (D3DCOLOR)SwapRB(colorval), depthVal, stencilVal);
}
diff --git a/ext/native/thin3d/thin3d_gl.cpp b/ext/native/thin3d/thin3d_gl.cpp
index 75ad9259af..ac3ca12a69 100644
--- a/ext/native/thin3d/thin3d_gl.cpp
+++ b/ext/native/thin3d/thin3d_gl.cpp
@@ -1133,11 +1133,11 @@ void OpenGLContext::Clear(int mask, uint32_t colorval, float depthVal, int stenc
float col[4];
Uint8x4ToFloat4(col, colorval);
GLuint glMask = 0;
- if (mask & ClearFlag::COLOR) {
+ if (mask & FBChannel::FB_COLOR_BIT) {
glClearColor(col[0], col[1], col[2], col[3]);
glMask |= GL_COLOR_BUFFER_BIT;
}
- if (mask & ClearFlag::DEPTH) {
+ if (mask & FBChannel::FB_DEPTH_BIT) {
#if defined(USING_GLES2)
glClearDepthf(depthVal);
#else
@@ -1145,7 +1145,7 @@ void OpenGLContext::Clear(int mask, uint32_t colorval, float depthVal, int stenc
#endif
glMask |= GL_DEPTH_BUFFER_BIT;
}
- if (mask & ClearFlag::STENCIL) {
+ if (mask & FBChannel::FB_STENCIL_BIT) {
glClearStencil(stencilVal);
glMask |= GL_STENCIL_BUFFER_BIT;
}
diff --git a/ext/native/thin3d/thin3d_vulkan.cpp b/ext/native/thin3d/thin3d_vulkan.cpp
index 45d2ea3044..8dc545193b 100644
--- a/ext/native/thin3d/thin3d_vulkan.cpp
+++ b/ext/native/thin3d/thin3d_vulkan.cpp
@@ -1175,17 +1175,16 @@ void VKContext::DrawUP(const void *vdata, int vertexCount) {
}
void VKContext::Clear(int mask, uint32_t colorval, float depthVal, int stencilVal) {
- if (mask & ClearFlag::COLOR) {
+ if (mask & FBChannel::FB_COLOR_BIT) {
VkClearColorValue col;
Uint8x4ToFloat4(colorval, col.float32);
-
/*
VkRect3D rect;
rect.extent.width =
vkCmdClearColorAttachment(cmdBuf_, 0, imageLayout_, &col, 1, nullptr);
*/
}
- if (mask & (ClearFlag::DEPTH | ClearFlag::STENCIL)) {
+ if (mask & (FBChannel::FB_DEPTH_BIT | FBChannel::FB_STENCIL_BIT)) {
}
}