From e42f5e6f461c7ee39fa10f6b5efe6db57e3265c8 Mon Sep 17 00:00:00 2001 From: Henrik Rydgard Date: Mon, 6 Feb 2017 11:26:24 +0100 Subject: [PATCH] Rename the fbo_ functions to match the rest of DrawContext. --- GPU/Directx9/FramebufferDX9.cpp | 82 +++++++++++------------ GPU/Directx9/StencilBufferDX9.cpp | 2 +- GPU/Directx9/TextureCacheDX9.cpp | 4 +- GPU/GLES/FramebufferManagerGLES.cpp | 100 ++++++++++++++-------------- GPU/GLES/StencilBufferGLES.cpp | 6 +- GPU/GLES/TextureCacheGLES.cpp | 4 +- GPU/Vulkan/FramebufferVulkan.cpp | 18 ++--- ext/native/thin3d/thin3d.h | 18 ++--- ext/native/thin3d/thin3d_d3d11.cpp | 12 ++-- ext/native/thin3d/thin3d_d3d9.cpp | 32 ++++----- ext/native/thin3d/thin3d_gl.cpp | 42 ++++++------ ext/native/thin3d/thin3d_vulkan.cpp | 36 +++++----- 12 files changed, 178 insertions(+), 178 deletions(-) diff --git a/GPU/Directx9/FramebufferDX9.cpp b/GPU/Directx9/FramebufferDX9.cpp index 1bac0abae4..756f269307 100644 --- a/GPU/Directx9/FramebufferDX9.cpp +++ b/GPU/Directx9/FramebufferDX9.cpp @@ -262,7 +262,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float void FramebufferManagerDX9::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) { if (useBufferedRendering_ && vfb && vfb->fbo) { - draw_->fbo_bind_as_render_target(vfb->fbo); + draw_->BindFramebufferAsRenderTarget(vfb->fbo); D3DVIEWPORT9 vp{ 0, 0, vfb->renderWidth, vfb->renderHeight, 0.0f, 1.0f }; pD3Ddevice->SetViewport(&vp); } else { @@ -368,9 +368,9 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float void FramebufferManagerDX9::RebindFramebuffer() { if (currentRenderVfb_ && currentRenderVfb_->fbo) { - draw_->fbo_bind_as_render_target(currentRenderVfb_->fbo); + draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo); } else { - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); } } @@ -418,7 +418,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float } textureCache_->ForgetLastTexture(); - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); if (!useBufferedRendering_) { if (vfb->fbo) { @@ -428,11 +428,11 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float return; } - vfb->fbo = draw_->fbo_create({ vfb->renderWidth, vfb->renderHeight, 1, 1, true, (Draw::FBColorDepth)vfb->colorDepth }); + vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, 1, true, (Draw::FBColorDepth)vfb->colorDepth }); if (old.fbo) { INFO_LOG(SCEGE, "Resizing FBO for %08x : %i x %i x %i", vfb->fb_address, w, h, vfb->format); if (vfb->fbo) { - draw_->fbo_bind_as_render_target(vfb->fbo); + draw_->BindFramebufferAsRenderTarget(vfb->fbo); ClearBuffer(); if (!skipCopy && !g_Config.bDisableSlowFramebufEffects) { BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min(vfb->bufferWidth, vfb->width), std::min(vfb->height, vfb->bufferHeight), 0); @@ -440,7 +440,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float } delete old.fbo; if (vfb->fbo) { - draw_->fbo_bind_as_render_target(vfb->fbo); + draw_->BindFramebufferAsRenderTarget(vfb->fbo); } } @@ -451,7 +451,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float void FramebufferManagerDX9::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) { if (!useBufferedRendering_) { - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); // Let's ignore rendering to targets that have not (yet) been displayed. gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB; } @@ -480,10 +480,10 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float if (useBufferedRendering_) { if (vfb->fbo) { - draw_->fbo_bind_as_render_target(vfb->fbo); + draw_->BindFramebufferAsRenderTarget(vfb->fbo); } else { // wtf? This should only happen very briefly when toggling bBufferedRendering - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); } } else { if (vfb->fbo) { @@ -492,7 +492,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float delete vfb->fbo; vfb->fbo = nullptr; } - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); // Let's ignore rendering to targets that have not (yet) been displayed. if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) { @@ -550,7 +550,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float return; } - draw_->fbo_bind_as_render_target(vfb->fbo); + draw_->BindFramebufferAsRenderTarget(vfb->fbo); // Technically, we should at this point re-interpret the bytes of the old format to the new. // That might get tricky, and could cause unnecessary slowness in some games. @@ -629,10 +629,10 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float bool matchingSize = src->width == dst->width && src->height == dst->height; if (matchingDepthBuffer && matchingSize) { // Doesn't work. Use a shader maybe? - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); - LPDIRECT3DTEXTURE9 srcTex = (LPDIRECT3DTEXTURE9)draw_->fbo_get_api_texture(src->fbo, Draw::FB_DEPTH_BIT, 0); - LPDIRECT3DTEXTURE9 dstTex = (LPDIRECT3DTEXTURE9)draw_->fbo_get_api_texture(dst->fbo, Draw::FB_DEPTH_BIT, 0); + LPDIRECT3DTEXTURE9 srcTex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(src->fbo, Draw::FB_DEPTH_BIT, 0); + LPDIRECT3DTEXTURE9 dstTex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(dst->fbo, Draw::FB_DEPTH_BIT, 0); if (srcTex && dstTex) { D3DSURFACE_DESC srcDesc; @@ -682,10 +682,10 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float } textureCache_->ForgetLastTexture(); - Draw::Framebuffer *fbo = draw_->fbo_create({ w, h, 1, 1, false, depth }); + Draw::Framebuffer *fbo = draw_->CreateFramebuffer({ w, h, 1, 1, false, depth }); if (!fbo) return fbo; - draw_->fbo_bind_as_render_target(fbo); + draw_->BindFramebufferAsRenderTarget(fbo); dxstate.viewport.force(0, 0, w, h); ClearBuffer(true); dxstate.viewport.restore(); @@ -772,19 +772,19 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float BlitFramebuffer(©Info, x, y, framebuffer, x, y, w, h, 0); RebindFramebuffer(); - draw_->fbo_bind_as_texture(renderCopy, stage, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsTexture(renderCopy, stage, Draw::FB_COLOR_BIT, 0); } else { - draw_->fbo_bind_as_texture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } } else { - draw_->fbo_bind_as_texture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0); } } void FramebufferManagerDX9::CopyDisplayToOutput() { DownloadFramebufferOnSwitch(currentRenderVfb_); - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); currentRenderVfb_ = 0; if (displayFramebufPtr_ == 0) { @@ -884,7 +884,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float if (vfb->fbo) { DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address); DisableState(); - draw_->fbo_bind_as_texture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsTexture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0); // Output coordinates float x, y, w, h; @@ -899,7 +899,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float if (1) { const u32 rw = PSP_CoreParameter().pixelWidth; const u32 rh = PSP_CoreParameter().pixelHeight; - bool result = draw_->fbo_blit(vfb->fbo, + bool result = draw_->BlitFramebuffer(vfb->fbo, (LONG)(u0 * vfb->renderWidth), (LONG)(v0 * vfb->renderHeight), (LONG)(u1 * vfb->renderWidth), (LONG)(v1 * vfb->renderHeight), nullptr, (LONG)(x * rw / w), (LONG)(y * rh / h), (LONG)((x + w) * rw / w), (LONG)((y + h) * rh / h), @@ -924,7 +924,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float /* else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) { // An additional pass, post-processing shader to the extra FBO. - fbo_bind_as_render_target(extraFBOs_[0]); + BindFramebufferAsRenderTarget(extraFBOs_[0]); int fbo_w, fbo_h; fbo_get_dimensions(extraFBOs_[0], &fbo_w, &fbo_h); DXSetViewport(0, 0, fbo_w, fbo_h); @@ -1006,13 +1006,13 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float bool FramebufferManagerDX9::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) { nvfb->colorDepth = Draw::FBO_8888; - nvfb->fbo = draw_->fbo_create({ nvfb->width, nvfb->height, 1, 1, true, (Draw::FBColorDepth)nvfb->colorDepth }); + nvfb->fbo = draw_->CreateFramebuffer({ nvfb->width, nvfb->height, 1, 1, true, (Draw::FBColorDepth)nvfb->colorDepth }); if (!(nvfb->fbo)) { ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight); return false; } - draw_->fbo_bind_as_render_target(nvfb->fbo); + draw_->BindFramebufferAsRenderTarget(nvfb->fbo); ClearBuffer(); return true; } @@ -1024,7 +1024,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float void FramebufferManagerDX9::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) { if (!dst->fbo || !src->fbo || !useBufferedRendering_) { // This can happen if they recently switched from non-buffered. - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); return; } @@ -1054,7 +1054,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float Draw::Framebuffer *srcFBO = src->fbo; if (src == dst) { Draw::Framebuffer *tempFBO = GetTempFBO(src->renderWidth, src->renderHeight, (Draw::FBColorDepth)src->colorDepth); - bool result = draw_->fbo_blit( + bool result = draw_->BlitFramebuffer( src->fbo, srcX1, srcY1, srcX2, srcY2, tempFBO, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST); @@ -1062,7 +1062,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float srcFBO = tempFBO; } } - bool result = draw_->fbo_blit( + bool result = draw_->BlitFramebuffer( srcFBO, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST); @@ -1124,7 +1124,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float void FramebufferManagerDX9::PackFramebufferDirectx9_(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (!vfb->fbo) { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferDirectx9_: vfb->fbo == 0"); - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); return; } @@ -1135,7 +1135,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float // Right now that's always 8888. DEBUG_LOG(HLE, "Reading framebuffer to mem, fb_address = %08x", fb_address); - LPDIRECT3DSURFACE9 renderTarget = (LPDIRECT3DSURFACE9)draw_->fbo_get_api_texture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0); + LPDIRECT3DSURFACE9 renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0); D3DSURFACE_DESC desc; renderTarget->GetDesc(&desc); @@ -1174,7 +1174,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float DEBUG_LOG(SCEGE, "Reading depthbuffer to mem at %08x for vfb=%08x", z_address, vfb->fb_address); - LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->fbo_get_api_texture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); + LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); if (tex) { D3DSURFACE_DESC desc; D3DLOCKED_RECT locked; @@ -1272,7 +1272,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float void FramebufferManagerDX9::DecimateFBOs() { if (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) { - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); } currentRenderVfb_ = 0; bool updateVram = !(g_Config.iRenderingMode == FB_NON_BUFFERED_MODE || g_Config.iRenderingMode == FB_BUFFERED_MODE); @@ -1331,7 +1331,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float } void FramebufferManagerDX9::DestroyAllFBOs(bool forceDelete) { - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); currentRenderVfb_ = 0; displayFramebuf_ = 0; prevDisplayFramebuf_ = 0; @@ -1392,7 +1392,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float buffer = GPUDebugBuffer(Memory::GetPointer(fb_address | 0x04000000), fb_stride, 512, fb_format); return true; } - LPDIRECT3DSURFACE9 renderTarget = vfb->fbo ? (LPDIRECT3DSURFACE9)draw_->fbo_get_api_texture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0) : nullptr; + LPDIRECT3DSURFACE9 renderTarget = vfb->fbo ? (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0) : nullptr; bool success = false; if (renderTarget) { Draw::Framebuffer *tempFBO = nullptr; @@ -1402,9 +1402,9 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float // Let's resize. We must stretch to a render target first. w = vfb->width * maxRes; h = vfb->height * maxRes; - tempFBO = draw_->fbo_create({ w, h, 1, 1, false, Draw::FBO_8888 }); - if (draw_->fbo_blit(vfb->fbo, 0, 0, vfb->renderWidth, vfb->renderHeight, tempFBO, 0, 0, w, h, Draw::FB_COLOR_BIT, g_Config.iBufFilter == SCALE_LINEAR ? Draw::FB_BLIT_LINEAR : Draw::FB_BLIT_NEAREST)) { - renderTarget = (LPDIRECT3DSURFACE9)draw_->fbo_get_api_texture(tempFBO, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0); + tempFBO = draw_->CreateFramebuffer({ w, h, 1, 1, false, Draw::FBO_8888 }); + if (draw_->BlitFramebuffer(vfb->fbo, 0, 0, vfb->renderWidth, vfb->renderHeight, tempFBO, 0, 0, w, h, Draw::FB_COLOR_BIT, g_Config.iBufFilter == SCALE_LINEAR ? Draw::FB_BLIT_LINEAR : Draw::FB_BLIT_NEAREST)) { + renderTarget = (LPDIRECT3DSURFACE9)draw_->GetFramebufferAPITexture(tempFBO, Draw::FB_COLOR_BIT | Draw::FB_SURFACE_BIT, 0); } } @@ -1421,7 +1421,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float } bool FramebufferManagerDX9::GetOutputFramebuffer(GPUDebugBuffer &buffer) { - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); LPDIRECT3DSURFACE9 renderTarget = nullptr; HRESULT hr = pD3Ddevice->GetRenderTarget(0, &renderTarget); @@ -1483,7 +1483,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float } bool success = false; - LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->fbo_get_api_texture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); + LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); if (tex) { D3DSURFACE_DESC desc; D3DLOCKED_RECT locked; @@ -1527,7 +1527,7 @@ static void DXSetViewport(float x, float y, float w, float h, float minZ, float } bool success = false; - LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->fbo_get_api_texture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); + LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)draw_->GetFramebufferAPITexture(vfb->fbo, Draw::FB_DEPTH_BIT, 0); if (tex) { D3DSURFACE_DESC desc; D3DLOCKED_RECT locked; diff --git a/GPU/Directx9/StencilBufferDX9.cpp b/GPU/Directx9/StencilBufferDX9.cpp index 28e10b4b75..da3f669197 100644 --- a/GPU/Directx9/StencilBufferDX9.cpp +++ b/GPU/Directx9/StencilBufferDX9.cpp @@ -221,7 +221,7 @@ bool FramebufferManagerDX9::NotifyStencilUpload(u32 addr, int size, bool skipZer u16 h = dstBuffer->renderHeight; if (dstBuffer->fbo) { - draw_->fbo_bind_as_render_target(dstBuffer->fbo); + draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo); } D3DVIEWPORT9 vp{ 0, 0, w, h, 0.0f, 1.0f }; pD3Ddevice->SetViewport(&vp); diff --git a/GPU/Directx9/TextureCacheDX9.cpp b/GPU/Directx9/TextureCacheDX9.cpp index d85e2e10f6..622e14d6ef 100644 --- a/GPU/Directx9/TextureCacheDX9.cpp +++ b/GPU/Directx9/TextureCacheDX9.cpp @@ -780,7 +780,7 @@ void TextureCacheDX9::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFrame LPDIRECT3DTEXTURE9 clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_); Draw::Framebuffer *depalFBO = framebufferManager_->GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, Draw::FBO_8888); - draw_->fbo_bind_as_render_target(depalFBO); + draw_->BindFramebufferAsRenderTarget(depalFBO); shaderManager_->DirtyLastShader(); float xoff = -0.5f / framebuffer->renderWidth; @@ -802,7 +802,7 @@ void TextureCacheDX9::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFrame shaderApply.Shade(); - draw_->fbo_bind_as_texture(depalFBO, 0, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsTexture(depalFBO, 0, Draw::FB_COLOR_BIT, 0); const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16); const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor; diff --git a/GPU/GLES/FramebufferManagerGLES.cpp b/GPU/GLES/FramebufferManagerGLES.cpp index 4ef9b9a3f1..6702b50319 100644 --- a/GPU/GLES/FramebufferManagerGLES.cpp +++ b/GPU/GLES/FramebufferManagerGLES.cpp @@ -121,16 +121,16 @@ void FramebufferManagerGLES::SetNumExtraFBOs(int num) { extraFBOs_.clear(); for (int i = 0; i < num; i++) { // No depth/stencil for post processing - Draw::Framebuffer *fbo = draw_->fbo_create({ (int)renderWidth_, (int)renderHeight_, 1, 1, false, Draw::FBO_8888 }); + Draw::Framebuffer *fbo = draw_->CreateFramebuffer({ (int)renderWidth_, (int)renderHeight_, 1, 1, false, Draw::FBO_8888 }); extraFBOs_.push_back(fbo); // The new FBO is still bound after creation, but let's bind it anyway. - draw_->fbo_bind_as_render_target(fbo); + draw_->BindFramebufferAsRenderTarget(fbo); ClearBuffer(); } currentRenderVfb_ = 0; - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); } void FramebufferManagerGLES::CompileDraw2DProgram() { @@ -362,7 +362,7 @@ void FramebufferManagerGLES::MakePixelTexture(const u8 *srcPixels, GEBufferForma void FramebufferManagerGLES::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) { float v0 = 0.0f, v1 = 1.0f; if (useBufferedRendering_ && vfb && vfb->fbo) { - draw_->fbo_bind_as_render_target(vfb->fbo); + draw_->BindFramebufferAsRenderTarget(vfb->fbo); glViewport(0, 0, vfb->renderWidth, vfb->renderHeight); } else { // We are drawing to the back buffer so need to flip. @@ -551,9 +551,9 @@ void FramebufferManagerGLES::DestroyFramebuf(VirtualFramebuffer *v) { void FramebufferManagerGLES::RebindFramebuffer() { if (currentRenderVfb_ && currentRenderVfb_->fbo) { - draw_->fbo_bind_as_render_target(currentRenderVfb_->fbo); + draw_->BindFramebufferAsRenderTarget(currentRenderVfb_->fbo); } else { - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); } if (g_Config.iRenderingMode == FB_NON_BUFFERED_MODE) glstate.viewport.restore(); @@ -603,7 +603,7 @@ void FramebufferManagerGLES::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u } textureCache_->ForgetLastTexture(); - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); if (!useBufferedRendering_) { if (vfb->fbo) { @@ -613,11 +613,11 @@ void FramebufferManagerGLES::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u return; } - vfb->fbo = draw_->fbo_create({ vfb->renderWidth, vfb->renderHeight, 1, 1, true, (Draw::FBColorDepth)vfb->colorDepth }); + vfb->fbo = draw_->CreateFramebuffer({ vfb->renderWidth, vfb->renderHeight, 1, 1, true, (Draw::FBColorDepth)vfb->colorDepth }); if (old.fbo) { INFO_LOG(SCEGE, "Resizing FBO for %08x : %i x %i x %i", vfb->fb_address, w, h, vfb->format); if (vfb->fbo) { - draw_->fbo_bind_as_render_target(vfb->fbo); + draw_->BindFramebufferAsRenderTarget(vfb->fbo); ClearBuffer(); if (!skipCopy && !g_Config.bDisableSlowFramebufEffects) { BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min(vfb->bufferWidth, vfb->width), std::min(vfb->height, vfb->bufferHeight), 0); @@ -625,7 +625,7 @@ void FramebufferManagerGLES::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u } delete old.fbo; if (vfb->fbo) { - draw_->fbo_bind_as_render_target(vfb->fbo); + draw_->BindFramebufferAsRenderTarget(vfb->fbo); } } @@ -636,7 +636,7 @@ void FramebufferManagerGLES::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, u void FramebufferManagerGLES::NotifyRenderFramebufferCreated(VirtualFramebuffer *vfb) { if (!useBufferedRendering_) { - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); // Let's ignore rendering to targets that have not (yet) been displayed. gstate_c.skipDrawReason |= SKIPDRAW_NON_DISPLAYED_FB; } @@ -663,10 +663,10 @@ void FramebufferManagerGLES::NotifyRenderFramebufferSwitched(VirtualFramebuffer if (useBufferedRendering_) { if (vfb->fbo) { - draw_->fbo_bind_as_render_target(vfb->fbo); + draw_->BindFramebufferAsRenderTarget(vfb->fbo); } else { // wtf? This should only happen very briefly when toggling bBufferedRendering - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); } } else { if (vfb->fbo) { @@ -675,7 +675,7 @@ void FramebufferManagerGLES::NotifyRenderFramebufferSwitched(VirtualFramebuffer delete vfb->fbo; vfb->fbo = nullptr; } - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); // Let's ignore rendering to targets that have not (yet) been displayed. if (vfb->usageFlags & FB_USAGE_DISPLAYED_FRAMEBUFFER) { @@ -747,7 +747,7 @@ void FramebufferManagerGLES::ReformatFramebufferFrom(VirtualFramebuffer *vfb, GE return; } - draw_->fbo_bind_as_render_target(vfb->fbo); + draw_->BindFramebufferAsRenderTarget(vfb->fbo); // Technically, we should at this point re-interpret the bytes of the old format to the new. // That might get tricky, and could cause unnecessary slowness in some games. @@ -786,7 +786,7 @@ void FramebufferManagerGLES::BlitFramebufferDepth(VirtualFramebuffer *src, Virtu if (gstate_c.Supports(GPU_SUPPORTS_ARB_FRAMEBUFFER_BLIT | GPU_SUPPORTS_NV_FRAMEBUFFER_BLIT)) { // Let's only do this if not clearing depth. glstate.scissorTest.force(false); - draw_->fbo_blit(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST); + draw_->BlitFramebuffer(src->fbo, 0, 0, w, h, dst->fbo, 0, 0, w, h, Draw::FB_DEPTH_BIT, Draw::FB_BLIT_NEAREST); // WARNING: If we set dst->depthUpdated here, our optimization above would be pointless. glstate.scissorTest.restore(); } @@ -802,10 +802,10 @@ Draw::Framebuffer *FramebufferManagerGLES::GetTempFBO(u16 w, u16 h, Draw::FBColo } textureCache_->ForgetLastTexture(); - Draw::Framebuffer *fbo = draw_->fbo_create({ w, h, 1, 1, false, depth }); + Draw::Framebuffer *fbo = draw_->CreateFramebuffer({ w, h, 1, 1, false, depth }); if (!fbo) return fbo; - draw_->fbo_bind_as_render_target(fbo); + draw_->BindFramebufferAsRenderTarget(fbo); ClearBuffer(true); const TempFBO info = {fbo, gpuStats.numFlips}; tempFBOs_[key] = info; @@ -863,12 +863,12 @@ void FramebufferManagerGLES::BindFramebufferColor(int stage, u32 fbRawAddress, V BlitFramebuffer(©Info, x, y, framebuffer, x, y, w, h, 0); - draw_->fbo_bind_as_texture(renderCopy, 0, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsTexture(renderCopy, 0, Draw::FB_COLOR_BIT, 0); } else { - draw_->fbo_bind_as_texture(framebuffer->fbo, 0, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsTexture(framebuffer->fbo, 0, Draw::FB_COLOR_BIT, 0); } } else { - draw_->fbo_bind_as_texture(framebuffer->fbo, 0, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsTexture(framebuffer->fbo, 0, Draw::FB_COLOR_BIT, 0); } if (stage != GL_TEXTURE0) { @@ -906,7 +906,7 @@ void FramebufferManagerGLES::CopyDisplayToOutput() { DownloadFramebufferOnSwitch(currentRenderVfb_); glstate.viewport.set(0, 0, pixelWidth_, pixelHeight_); - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); currentRenderVfb_ = 0; if (displayFramebufPtr_ == 0) { @@ -1015,7 +1015,7 @@ void FramebufferManagerGLES::CopyDisplayToOutput() { DEBUG_LOG(SCEGE, "Displaying FBO %08x", vfb->fb_address); DisableState(); - draw_->fbo_bind_as_texture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsTexture(vfb->fbo, 0, Draw::FB_COLOR_BIT, 0); int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL; @@ -1049,16 +1049,16 @@ void FramebufferManagerGLES::CopyDisplayToOutput() { } } else if (usePostShader_ && extraFBOs_.size() == 1 && !postShaderAtOutputResolution_) { // An additional pass, post-processing shader to the extra FBO. - draw_->fbo_bind_as_render_target(extraFBOs_[0]); + draw_->BindFramebufferAsRenderTarget(extraFBOs_[0]); int fbo_w, fbo_h; - draw_->fbo_get_dimensions(extraFBOs_[0], &fbo_w, &fbo_h); + draw_->GetFramebufferDimensions(extraFBOs_[0], &fbo_w, &fbo_h); glstate.viewport.set(0, 0, fbo_w, fbo_h); shaderManager_->DirtyLastShader(); // dirty lastShader_ glsl_bind(postShaderProgram_); UpdatePostShaderUniforms(vfb->bufferWidth, vfb->bufferHeight, renderWidth_, renderHeight_); DrawActiveTexture(0, 0, 0, fbo_w, fbo_h, fbo_w, fbo_h, 0.0f, 0.0f, 1.0f, 1.0f, postShaderProgram_, ROTATION_LOCKED_HORIZONTAL); - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); // Use the extra FBO, with applied post-processing shader, as a texture. // fbo_bind_as_texture(extraFBOs_[0], FB_COLOR_BIT, 0); @@ -1066,7 +1066,7 @@ void FramebufferManagerGLES::CopyDisplayToOutput() { ERROR_LOG(G3D, "WTF?"); return; } - draw_->fbo_bind_as_texture(extraFBOs_[0], 0, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsTexture(extraFBOs_[0], 0, Draw::FB_COLOR_BIT, 0); // We are doing the DrawActiveTexture call directly to the backbuffer after here. Hence, we must // flip V. @@ -1087,7 +1087,7 @@ void FramebufferManagerGLES::CopyDisplayToOutput() { } if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) { - draw_->fbo_bind_as_render_target(extraFBOs_[0]); + draw_->BindFramebufferAsRenderTarget(extraFBOs_[0]); GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT }; glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments); } @@ -1212,13 +1212,13 @@ bool FramebufferManagerGLES::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb) } } - nvfb->fbo = draw_->fbo_create({ nvfb->width, nvfb->height, 1, 1, false, (Draw::FBColorDepth)nvfb->colorDepth }); + nvfb->fbo = draw_->CreateFramebuffer({ nvfb->width, nvfb->height, 1, 1, false, (Draw::FBColorDepth)nvfb->colorDepth }); if (!nvfb->fbo) { ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight); return false; } - draw_->fbo_bind_as_render_target(nvfb->fbo); + draw_->BindFramebufferAsRenderTarget(nvfb->fbo); ClearBuffer(); glDisable(GL_DITHER); return true; @@ -1229,11 +1229,11 @@ void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) // Discard the previous contents of this buffer where possible. if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) { - draw_->fbo_bind_as_render_target(nvfb->fbo); + draw_->BindFramebufferAsRenderTarget(nvfb->fbo); GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT }; glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments); } else if (gl_extensions.IsGLES) { - draw_->fbo_bind_as_render_target(nvfb->fbo); + draw_->BindFramebufferAsRenderTarget(nvfb->fbo); ClearBuffer(); } } @@ -1241,7 +1241,7 @@ void FramebufferManagerGLES::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb) void FramebufferManagerGLES::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp) { if (!dst->fbo || !src->fbo || !useBufferedRendering_) { // This can happen if they recently switched from non-buffered. - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); return; } @@ -1286,17 +1286,17 @@ void FramebufferManagerGLES::BlitFramebuffer(VirtualFramebuffer *dst, int dstX, const bool xOverlap = src == dst && srcX2 > dstX1 && srcX1 < dstX2; const bool yOverlap = src == dst && srcY2 > dstY1 && srcY1 < dstY2; if (sameSize && sameDepth && srcInsideBounds && dstInsideBounds && !(xOverlap && yOverlap)) { - draw_->fbo_copy_image(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1); + draw_->CopyFramebufferImage(src->fbo, 0, srcX1, srcY1, 0, dst->fbo, 0, dstX1, dstY1, 0, dstX2 - dstX1, dstY2 - dstY1, 1); return; } } glstate.scissorTest.force(false); if (useBlit) { - draw_->fbo_blit(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST); + draw_->BlitFramebuffer(src->fbo, srcX1, srcY1, srcX2, srcY2, dst->fbo, dstX1, dstY1, dstX2, dstY2, Draw::FB_COLOR_BIT, Draw::FB_BLIT_NEAREST); } else { - draw_->fbo_bind_as_render_target(dst->fbo); - draw_->fbo_bind_as_texture(src->fbo, 0, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsRenderTarget(dst->fbo); + draw_->BindFramebufferAsTexture(src->fbo, 0, Draw::FB_COLOR_BIT, 0); // Make sure our 2D drawing program is ready. Compiles only if not already compiled. CompileDraw2DProgram(); @@ -1576,7 +1576,7 @@ void FramebufferManagerGLES::PackFramebufferAsync_(VirtualFramebuffer *vfb) { u32 fb_address = (0x04000000) | vfb->fb_address; if (vfb->fbo) { - draw_->fbo_bind_for_read(vfb->fbo); + draw_->BindFramebufferForRead(vfb->fbo); } else { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferAsync_: vfb->fbo == 0"); return; @@ -1619,7 +1619,7 @@ void FramebufferManagerGLES::PackFramebufferAsync_(VirtualFramebuffer *vfb) { void FramebufferManagerGLES::PackFramebufferSync_(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (vfb->fbo) { - draw_->fbo_bind_for_read(vfb->fbo); + draw_->BindFramebufferForRead(vfb->fbo); } else { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackFramebufferSync_: vfb->fbo == 0"); return; @@ -1673,7 +1673,7 @@ void FramebufferManagerGLES::PackFramebufferSync_(VirtualFramebuffer *vfb, int x if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) { #ifdef USING_GLES2 // GLES3 doesn't support using GL_READ_FRAMEBUFFER here. - draw_->fbo_bind_as_render_target(vfb->fbo); + draw_->BindFramebufferAsRenderTarget(vfb->fbo); const GLenum target = GL_FRAMEBUFFER; #else const GLenum target = GL_READ_FRAMEBUFFER; @@ -1685,7 +1685,7 @@ void FramebufferManagerGLES::PackFramebufferSync_(VirtualFramebuffer *vfb, int x void FramebufferManagerGLES::PackDepthbuffer(VirtualFramebuffer *vfb, int x, int y, int w, int h) { if (vfb->fbo) { - draw_->fbo_bind_for_read(vfb->fbo); + draw_->BindFramebufferForRead(vfb->fbo); } else { ERROR_LOG_REPORT_ONCE(vfbfbozero, SCEGE, "PackDepthbuffer: vfb->fbo == 0"); return; @@ -1788,11 +1788,11 @@ void FramebufferManagerGLES::EndFrame() { continue; } - draw_->fbo_bind_as_render_target(temp.second.fbo); + draw_->BindFramebufferAsRenderTarget(temp.second.fbo); GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT }; glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments); } - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); } } @@ -1822,7 +1822,7 @@ std::vector FramebufferManagerGLES::GetFramebufferList() { } void FramebufferManagerGLES::DecimateFBOs() { - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); currentRenderVfb_ = 0; for (size_t i = 0; i < vfbs_.size(); ++i) { @@ -1869,7 +1869,7 @@ void FramebufferManagerGLES::DecimateFBOs() { } void FramebufferManagerGLES::DestroyAllFBOs(bool forceDelete) { - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); currentRenderVfb_ = 0; displayFramebuf_ = 0; prevDisplayFramebuf_ = 0; @@ -1893,7 +1893,7 @@ void FramebufferManagerGLES::DestroyAllFBOs(bool forceDelete) { } tempFBOs_.clear(); - draw_->fbo_bind_backbuffer_as_render_target(); + draw_->BindBackbufferAsRenderTarget(); DisableState(); } @@ -1939,9 +1939,9 @@ bool FramebufferManagerGLES::GetFramebuffer(u32 fb_address, int fb_stride, GEBuf tempVfb.renderHeight = h; BlitFramebuffer(&tempVfb, 0, 0, vfb, 0, 0, vfb->width, vfb->height, 0); - draw_->fbo_bind_for_read(tempFBO); + draw_->BindFramebufferForRead(tempFBO); } else { - draw_->fbo_bind_for_read(vfb->fbo); + draw_->BindFramebufferForRead(vfb->fbo); } } @@ -1986,7 +1986,7 @@ bool FramebufferManagerGLES::GetDepthbuffer(u32 fb_address, int fb_stride, u32 z buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_FLOAT, !useBufferedRendering_); } if (vfb->fbo) - draw_->fbo_bind_for_read(vfb->fbo); + draw_->BindFramebufferForRead(vfb->fbo); if (gl_extensions.GLES3 || !gl_extensions.IsGLES) glReadBuffer(GL_COLOR_ATTACHMENT0); glPixelStorei(GL_PACK_ALIGNMENT, 4); @@ -2011,7 +2011,7 @@ bool FramebufferManagerGLES::GetStencilbuffer(u32 fb_address, int fb_stride, GPU #ifndef USING_GLES2 buffer.Allocate(vfb->renderWidth, vfb->renderHeight, GPU_DBG_FORMAT_8BIT, !useBufferedRendering_); if (vfb->fbo) - draw_->fbo_bind_for_read(vfb->fbo); + draw_->BindFramebufferForRead(vfb->fbo); if (gl_extensions.GLES3 || !gl_extensions.IsGLES) glReadBuffer(GL_COLOR_ATTACHMENT0); glPixelStorei(GL_PACK_ALIGNMENT, 2); diff --git a/GPU/GLES/StencilBufferGLES.cpp b/GPU/GLES/StencilBufferGLES.cpp index b7f5c7a82c..1a959e267c 100644 --- a/GPU/GLES/StencilBufferGLES.cpp +++ b/GPU/GLES/StencilBufferGLES.cpp @@ -183,9 +183,9 @@ bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZe Draw::Framebuffer *blitFBO = nullptr; if (useBlit) { blitFBO = GetTempFBO(w, h, Draw::FBO_8888); - draw_->fbo_bind_as_render_target(blitFBO); + draw_->BindFramebufferAsRenderTarget(blitFBO); } else if (dstBuffer->fbo) { - draw_->fbo_bind_as_render_target(dstBuffer->fbo); + draw_->BindFramebufferAsRenderTarget(dstBuffer->fbo); } glViewport(0, 0, w, h); @@ -220,7 +220,7 @@ bool FramebufferManagerGLES::NotifyStencilUpload(u32 addr, int size, bool skipZe glstate.stencilMask.set(0xFF); if (useBlit) { - draw_->fbo_blit(blitFBO, 0, 0, w, h, dstBuffer->fbo, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, Draw::FB_STENCIL_BIT, Draw::FB_BLIT_NEAREST); + draw_->BlitFramebuffer(blitFBO, 0, 0, w, h, dstBuffer->fbo, 0, 0, dstBuffer->renderWidth, dstBuffer->renderHeight, Draw::FB_STENCIL_BIT, Draw::FB_BLIT_NEAREST); } RebindFramebuffer(); diff --git a/GPU/GLES/TextureCacheGLES.cpp b/GPU/GLES/TextureCacheGLES.cpp index cd5c001391..efa615dc20 100644 --- a/GPU/GLES/TextureCacheGLES.cpp +++ b/GPU/GLES/TextureCacheGLES.cpp @@ -850,7 +850,7 @@ void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFram if (depal) { GLuint clutTexture = depalShaderCache_->GetClutTexture(clutFormat, clutHash_, clutBuf_); Draw::Framebuffer *depalFBO = framebufferManager_->GetTempFBO(framebuffer->renderWidth, framebuffer->renderHeight, Draw::FBO_8888); - draw_->fbo_bind_as_render_target(depalFBO); + draw_->BindFramebufferAsRenderTarget(depalFBO); shaderManager_->DirtyLastShader(); TextureShaderApplier shaderApply(depal, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight); @@ -867,7 +867,7 @@ void TextureCacheGLES::ApplyTextureFramebuffer(TexCacheEntry *entry, VirtualFram shaderApply.Shade(); - draw_->fbo_bind_as_texture(depalFBO, 0, Draw::FB_COLOR_BIT, 0); + draw_->BindFramebufferAsTexture(depalFBO, 0, Draw::FB_COLOR_BIT, 0); const u32 bytesPerColor = clutFormat == GE_CMODE_32BIT_ABGR8888 ? sizeof(u32) : sizeof(u16); const u32 clutTotalColors = clutMaxBytes_ / bytesPerColor; diff --git a/GPU/Vulkan/FramebufferVulkan.cpp b/GPU/Vulkan/FramebufferVulkan.cpp index 2fb69a41cb..ae6a427f0f 100644 --- a/GPU/Vulkan/FramebufferVulkan.cpp +++ b/GPU/Vulkan/FramebufferVulkan.cpp @@ -621,7 +621,7 @@ void FramebufferManagerVulkan::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, if (old.fbo) { INFO_LOG(SCEGE, "Resizing FBO for %08x : %i x %i x %i", vfb->fb_address, w, h, vfb->format); if (vfb->fbo) { - /// fbo_bind_as_render_target(vfb->fbo); + /// BindFramebufferAsRenderTargetvfb->fbo); ClearBuffer(); if (!skipCopy && !g_Config.bDisableSlowFramebufEffects) { BlitFramebuffer(vfb, 0, 0, &old, 0, 0, std::min(vfb->bufferWidth, vfb->width), std::min(vfb->height, vfb->bufferHeight), 0); @@ -629,7 +629,7 @@ void FramebufferManagerVulkan::ResizeFramebufFBO(VirtualFramebuffer *vfb, u16 w, } delete old.fbo; if (vfb->fbo) { - // fbo_bind_as_render_target(vfb->fbo); + // BindFramebufferAsRenderTargetvfb->fbo); } } @@ -736,7 +736,7 @@ void FramebufferManagerVulkan::ReformatFramebufferFrom(VirtualFramebuffer *vfb, } /* - fbo_bind_as_render_target(vfb->fbo); + BindFramebufferAsRenderTargetvfb->fbo); // Technically, we should at this point re-interpret the bytes of the old format to the new. // That might get tricky, and could cause unnecessary slowness in some games. @@ -1001,7 +1001,7 @@ void FramebufferManagerVulkan::CopyDisplayToOutput() { } else if (usePostShader_ && !postShaderAtOutputResolution_) { // An additional pass, post-processing shader to the extra FBO. /* - fbo_bind_as_render_target(extraFBOs_[0]); + BindFramebufferAsRenderTargetextraFBOs_[0]); int fbo_w, fbo_h; fbo_get_dimensions(extraFBOs_[0], &fbo_w, &fbo_h); glstate.viewport.set(0, 0, fbo_w, fbo_h); @@ -1137,13 +1137,13 @@ bool FramebufferManagerVulkan::CreateDownloadTempBuffer(VirtualFramebuffer *nvfb } /* - nvfb->fbo = fbo_create(nvfb->width, nvfb->height, 1, false, (FBOColorDepth)nvfb->colorDepth); + nvfb->fbo = CreateFramebuffer(nvfb->width, nvfb->height, 1, false, (FBOColorDepth)nvfb->colorDepth); if (!(nvfb->fbo)) { ERROR_LOG(SCEGE, "Error creating FBO! %i x %i", nvfb->renderWidth, nvfb->renderHeight); return false; } - fbo_bind_as_render_target(nvfb->fbo); + BindFramebufferAsRenderTargetnvfb->fbo); ClearBuffer(); glDisable(GL_DITHER); */ @@ -1156,11 +1156,11 @@ void FramebufferManagerVulkan::UpdateDownloadTempBuffer(VirtualFramebuffer *nvfb // Discard the previous contents of this buffer where possible. /* if (gl_extensions.GLES3 && glInvalidateFramebuffer != nullptr) { - fbo_bind_as_render_target(nvfb->fbo); + BindFramebufferAsRenderTargetnvfb->fbo); GLenum attachments[3] = { GL_COLOR_ATTACHMENT0, GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT }; glInvalidateFramebuffer(GL_FRAMEBUFFER, 3, attachments); } else if (gl_extensions.IsGLES) { - fbo_bind_as_render_target(nvfb->fbo); + BindFramebufferAsRenderTargetnvfb->fbo); ClearBuffer(); } */ @@ -1223,7 +1223,7 @@ void FramebufferManagerVulkan::BlitFramebuffer(VirtualFramebuffer *dst, int dstX return; } - // fbo_bind_as_render_target(dst->fbo); + // BindFramebufferAsRenderTargetdst->fbo); if (useBlit) { // fbo_bind_for_read(src->fbo); diff --git a/ext/native/thin3d/thin3d.h b/ext/native/thin3d/thin3d.h index 5004cb1c2d..7f8811686a 100644 --- a/ext/native/thin3d/thin3d.h +++ b/ext/native/thin3d/thin3d.h @@ -559,26 +559,26 @@ public: virtual Buffer *CreateBuffer(size_t size, uint32_t usageFlags) = 0; virtual Texture *CreateTexture(const TextureDesc &desc) = 0; // On some hardware, you might get a 24-bit depth buffer even though you only wanted a 16-bit one. - virtual Framebuffer *fbo_create(const FramebufferDesc &desc) = 0; + virtual Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) = 0; virtual ShaderModule *CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize) = 0; virtual Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc) = 0; - virtual void fbo_copy_image(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) = 0; - virtual bool fbo_blit(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) = 0; + virtual void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) = 0; + virtual bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) = 0; virtual int fbo_preferred_z_bitdepth() = 0; // These functions should be self explanatory. - virtual void fbo_bind_as_render_target(Framebuffer *fbo) = 0; + virtual void BindFramebufferAsRenderTarget(Framebuffer *fbo) = 0; // color must be 0, for now. - virtual void fbo_bind_as_texture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) = 0; - virtual void fbo_bind_for_read(Framebuffer *fbo) = 0; + virtual void BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) = 0; + virtual void BindFramebufferForRead(Framebuffer *fbo) = 0; - virtual void fbo_bind_backbuffer_as_render_target() = 0; - virtual uintptr_t fbo_get_api_texture(Framebuffer *fbo, int channelBits, int attachment) = 0; + virtual void BindBackbufferAsRenderTarget() = 0; + virtual uintptr_t GetFramebufferAPITexture(Framebuffer *fbo, int channelBits, int attachment) = 0; - virtual void fbo_get_dimensions(Framebuffer *fbo, int *w, int *h) = 0; + virtual void GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) = 0; // Dynamic state virtual void SetScissorRect(int left, int top, int width, int height) = 0; diff --git a/ext/native/thin3d/thin3d_d3d11.cpp b/ext/native/thin3d/thin3d_d3d11.cpp index 84c1f7f641..1efd6387b8 100644 --- a/ext/native/thin3d/thin3d_d3d11.cpp +++ b/ext/native/thin3d/thin3d_d3d11.cpp @@ -39,15 +39,15 @@ public: Pipeline *CreateGraphicsPipeline(const PipelineDesc &desc) override; Texture *CreateTexture(const TextureDesc &desc) override; ShaderModule *CreateShaderModule(ShaderStage stage, ShaderLanguage language, const uint8_t *data, size_t dataSize) override; - Framebuffer *fbo_create(const FramebufferDesc &desc) override; + Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) override; void fbo_copy_image(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override; - bool fbo_blit(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override; + bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override; int fbo_preferred_z_bitdepth() override; // These functions should be self explanatory. - void fbo_bind_as_render_target(Framebuffer *fbo) override; + void BindFramebufferAsRenderTarget(Framebuffer *fbo) override; // color must be 0, for now. void fbo_bind_as_texture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) override; void fbo_bind_for_read(Framebuffer *fbo) override; @@ -546,7 +546,7 @@ public: int height; }; -Framebuffer *D3D11DrawContext::fbo_create(const FramebufferDesc &desc) { +Framebuffer *D3D11DrawContext::CreateFramebuffer(const FramebufferDesc &desc) { D3D11Framebuffer *fb = new D3D11Framebuffer(); fb->width = desc.width; fb->height = desc.height; @@ -555,12 +555,12 @@ Framebuffer *D3D11DrawContext::fbo_create(const FramebufferDesc &desc) { } void D3D11DrawContext::fbo_copy_image(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) {} -bool D3D11DrawContext::fbo_blit(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) { return true; } +bool D3D11DrawContext::BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) { return true; } int D3D11DrawContext::fbo_preferred_z_bitdepth() { return 24; } // These functions should be self explanatory. -void D3D11DrawContext::fbo_bind_as_render_target(Framebuffer *fbo) {} +void D3D11DrawContext::BindFramebufferAsRenderTarget(Framebuffer *fbo) {} // color must be 0, for now. void D3D11DrawContext::fbo_bind_as_texture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) {} void D3D11DrawContext::fbo_bind_for_read(Framebuffer *fbo) {} diff --git a/ext/native/thin3d/thin3d_d3d9.cpp b/ext/native/thin3d/thin3d_d3d9.cpp index 4289556959..e813eec5ed 100644 --- a/ext/native/thin3d/thin3d_d3d9.cpp +++ b/ext/native/thin3d/thin3d_d3d9.cpp @@ -549,22 +549,22 @@ public: InputLayout *CreateInputLayout(const InputLayoutDesc &desc) override; Texture *CreateTexture(const TextureDesc &desc) override; - Framebuffer *fbo_create(const FramebufferDesc &desc) override; - void fbo_copy_image(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override {} - bool fbo_blit(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override; + Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) override; + void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override {} + bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override; int fbo_preferred_z_bitdepth() override { return 24; } // These functions should be self explanatory. - void fbo_bind_as_render_target(Framebuffer *fbo) override; + void BindFramebufferAsRenderTarget(Framebuffer *fbo) override; // color must be 0, for now. - void fbo_bind_as_texture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) override; - void fbo_bind_for_read(Framebuffer *fbo) override {} + void BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) override; + void BindFramebufferForRead(Framebuffer *fbo) override {} - void fbo_bind_backbuffer_as_render_target() override; - uintptr_t fbo_get_api_texture(Framebuffer *fbo, int channelBits, int attachment) override; + void BindBackbufferAsRenderTarget() override; + uintptr_t GetFramebufferAPITexture(Framebuffer *fbo, int channelBits, int attachment) override; - void fbo_get_dimensions(Framebuffer *fbo, int *w, int *h) override; + void GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) override; void BindTextures(int start, int count, Texture **textures) override; void BindSamplerStates(int start, int count, SamplerState **states) override { @@ -1002,7 +1002,7 @@ public: FBColorDepth colorDepth; }; -Framebuffer *D3D9Context::fbo_create(const FramebufferDesc &desc) { +Framebuffer *D3D9Context::CreateFramebuffer(const FramebufferDesc &desc) { static uint32_t id = 0; D3D9Framebuffer *fbo = new D3D9Framebuffer{}; @@ -1051,7 +1051,7 @@ D3D9Framebuffer::~D3D9Framebuffer() { } } -void D3D9Context::fbo_bind_backbuffer_as_render_target() { +void D3D9Context::BindBackbufferAsRenderTarget() { using namespace DX9; device_->SetRenderTarget(0, deviceRTsurf); @@ -1060,7 +1060,7 @@ void D3D9Context::fbo_bind_backbuffer_as_render_target() { dxstate.viewport.restore(); } -void D3D9Context::fbo_bind_as_render_target(Framebuffer *fbo) { +void D3D9Context::BindFramebufferAsRenderTarget(Framebuffer *fbo) { using namespace DX9; D3D9Framebuffer *fb = (D3D9Framebuffer *)fbo; @@ -1070,7 +1070,7 @@ void D3D9Context::fbo_bind_as_render_target(Framebuffer *fbo) { dxstate.viewport.restore(); } -uintptr_t D3D9Context::fbo_get_api_texture(Framebuffer *fbo, int channelBits, int attachment) { +uintptr_t D3D9Context::GetFramebufferAPITexture(Framebuffer *fbo, int channelBits, int attachment) { D3D9Framebuffer *fb = (D3D9Framebuffer *)fbo; if (channelBits & FB_SURFACE_BIT) { switch (channelBits & 7) { @@ -1099,7 +1099,7 @@ LPDIRECT3DSURFACE9 fbo_get_color_for_read(D3D9Framebuffer *fbo) { return fbo->surf; } -void D3D9Context::fbo_bind_as_texture(Framebuffer *fbo, int binding, FBChannel channelBit, int color) { +void D3D9Context::BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int color) { D3D9Framebuffer *fb = (D3D9Framebuffer *)fbo; switch (channelBit) { case FB_DEPTH_BIT: @@ -1116,13 +1116,13 @@ void D3D9Context::fbo_bind_as_texture(Framebuffer *fbo, int binding, FBChannel c } } -void D3D9Context::fbo_get_dimensions(Framebuffer *fbo, int *w, int *h) { +void D3D9Context::GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) { D3D9Framebuffer *fb = (D3D9Framebuffer *)fbo; *w = fb->width; *h = fb->height; } -bool D3D9Context::fbo_blit(Framebuffer *srcfb, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dstfb, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) { +bool D3D9Context::BlitFramebuffer(Framebuffer *srcfb, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dstfb, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) { D3D9Framebuffer *src = (D3D9Framebuffer *)srcfb; D3D9Framebuffer *dst = (D3D9Framebuffer *)dstfb; if (channelBits != FB_COLOR_BIT) diff --git a/ext/native/thin3d/thin3d_gl.cpp b/ext/native/thin3d/thin3d_gl.cpp index ff01fa46cb..23f41237e3 100644 --- a/ext/native/thin3d/thin3d_gl.cpp +++ b/ext/native/thin3d/thin3d_gl.cpp @@ -518,23 +518,23 @@ public: Texture *CreateTexture(const TextureDesc &desc) override; Buffer *CreateBuffer(size_t size, uint32_t usageFlags) override; - Framebuffer *fbo_create(const FramebufferDesc &desc) override; + Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) override; - void fbo_copy_image(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override; - bool fbo_blit(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override; + void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override; + bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override; int fbo_preferred_z_bitdepth() override; // These functions should be self explanatory. - void fbo_bind_as_render_target(Framebuffer *fbo) override; + void BindFramebufferAsRenderTarget(Framebuffer *fbo) override; // color must be 0, for now. - void fbo_bind_as_texture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) override; - void fbo_bind_for_read(Framebuffer *fbo) override; + void BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) override; + void BindFramebufferForRead(Framebuffer *fbo) override; - void fbo_bind_backbuffer_as_render_target() override; - uintptr_t fbo_get_api_texture(Framebuffer *fbo, int channelBits, int attachment) override; + void BindBackbufferAsRenderTarget() override; + uintptr_t GetFramebufferAPITexture(Framebuffer *fbo, int channelBits, int attachment) override; - void fbo_get_dimensions(Framebuffer *fbo, int *w, int *h) override; + void GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) override; void BindSamplerStates(int start, int count, SamplerState **states) override { if (samplerStates_.size() < (size_t)(start + count)) { @@ -1302,7 +1302,7 @@ OpenGLFramebuffer *OpenGLContext::fbo_ext_create(const FramebufferDesc &desc) { #endif int OpenGLContext::fbo_preferred_z_bitdepth() { - // This matches the fbo_create() logic. + // This matches the CreateFramebuffer() logic. if (gl_extensions.IsGLES) { if (gl_extensions.OES_packed_depth_stencil) { return 24; @@ -1313,7 +1313,7 @@ int OpenGLContext::fbo_preferred_z_bitdepth() { } } -Framebuffer *OpenGLContext::fbo_create(const FramebufferDesc &desc) { +Framebuffer *OpenGLContext::CreateFramebuffer(const FramebufferDesc &desc) { CheckGLExtensions(); #ifndef USING_GLES2 @@ -1493,7 +1493,7 @@ void OpenGLContext::fbo_unbind() { currentReadHandle_ = 0; } -void OpenGLContext::fbo_bind_as_render_target(Framebuffer *fbo) { +void OpenGLContext::BindFramebufferAsRenderTarget(Framebuffer *fbo) { OpenGLFramebuffer *fb = (OpenGLFramebuffer *)fbo; // Without FBO_ARB / GLES3, this will collide with bind_for_read, but there's nothing // in ES 2.0 that actually separate them anyway of course, so doesn't matter. @@ -1502,17 +1502,17 @@ void OpenGLContext::fbo_bind_as_render_target(Framebuffer *fbo) { glstate.viewport.restore(); } -void OpenGLContext::fbo_bind_backbuffer_as_render_target() { +void OpenGLContext::BindBackbufferAsRenderTarget() { fbo_unbind(); } // For GL_EXT_FRAMEBUFFER_BLIT and similar. -void OpenGLContext::fbo_bind_for_read(Framebuffer *fbo) { +void OpenGLContext::BindFramebufferForRead(Framebuffer *fbo) { OpenGLFramebuffer *fb = (OpenGLFramebuffer *)fbo; fbo_bind_fb_target(true, fb->handle); } -void OpenGLContext::fbo_copy_image(Framebuffer *fbsrc, int srcLevel, int srcX, int srcY, int srcZ, Framebuffer *fbdst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) { +void OpenGLContext::CopyFramebufferImage(Framebuffer *fbsrc, int srcLevel, int srcX, int srcY, int srcZ, Framebuffer *fbdst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) { OpenGLFramebuffer *src = (OpenGLFramebuffer *)fbsrc; OpenGLFramebuffer *dst = (OpenGLFramebuffer *)fbdst; #if defined(USING_GLES2) @@ -1541,7 +1541,7 @@ void OpenGLContext::fbo_copy_image(Framebuffer *fbsrc, int srcLevel, int srcX, i #endif } -bool OpenGLContext::fbo_blit(Framebuffer *fbsrc, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *fbdst, int dstX1, int dstY1, int dstX2, int dstY2, int channels, FBBlitFilter linearFilter) { +bool OpenGLContext::BlitFramebuffer(Framebuffer *fbsrc, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *fbdst, int dstX1, int dstY1, int dstX2, int dstY2, int channels, FBBlitFilter linearFilter) { OpenGLFramebuffer *src = (OpenGLFramebuffer *)fbsrc; OpenGLFramebuffer *dst = (OpenGLFramebuffer *)fbdst; GLuint bits = 0; @@ -1551,8 +1551,8 @@ bool OpenGLContext::fbo_blit(Framebuffer *fbsrc, int srcX1, int srcY1, int srcX2 bits |= GL_DEPTH_BUFFER_BIT; if (channels & FB_STENCIL_BIT) bits |= GL_STENCIL_BUFFER_BIT; - fbo_bind_as_render_target(dst); - fbo_bind_for_read(src); + BindFramebufferAsRenderTarget(dst); + BindFramebufferForRead(src); if (gl_extensions.GLES3 || gl_extensions.ARB_framebuffer_object) { glBlitFramebuffer(srcX1, srcY1, srcX2, srcY2, dstX1, dstY1, dstX2, dstY2, bits, linearFilter == FB_BLIT_LINEAR ? GL_LINEAR : GL_NEAREST); #if defined(USING_GLES2) && defined(__ANDROID__) // We only support this extension on Android, it's not even available on PC. @@ -1566,12 +1566,12 @@ bool OpenGLContext::fbo_blit(Framebuffer *fbsrc, int srcX1, int srcY1, int srcX2 } } -uintptr_t OpenGLContext::fbo_get_api_texture(Framebuffer *fbo, int channelBits, int attachment) { +uintptr_t OpenGLContext::GetFramebufferAPITexture(Framebuffer *fbo, int channelBits, int attachment) { // Unimplemented return 0; } -void OpenGLContext::fbo_bind_as_texture(Framebuffer *fbo, int binding, FBChannel channelBit, int color) { +void OpenGLContext::BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int color) { OpenGLFramebuffer *fb = (OpenGLFramebuffer *)fbo; // glActiveTexture(GL_TEXTURE0 + binding); switch (channelBit) { @@ -1608,7 +1608,7 @@ OpenGLFramebuffer::~OpenGLFramebuffer() { glDeleteTextures(1, &color_texture); } -void OpenGLContext::fbo_get_dimensions(Framebuffer *fbo, int *w, int *h) { +void OpenGLContext::GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) { OpenGLFramebuffer *fb = (OpenGLFramebuffer *)fbo; *w = fb->width; *h = fb->height; diff --git a/ext/native/thin3d/thin3d_vulkan.cpp b/ext/native/thin3d/thin3d_vulkan.cpp index 4e905f1182..6bb19bb078 100644 --- a/ext/native/thin3d/thin3d_vulkan.cpp +++ b/ext/native/thin3d/thin3d_vulkan.cpp @@ -367,23 +367,23 @@ public: Texture *CreateTexture(const TextureDesc &desc) override; Buffer *CreateBuffer(size_t size, uint32_t usageFlags) override; - Framebuffer *fbo_create(const FramebufferDesc &desc) override; + Framebuffer *CreateFramebuffer(const FramebufferDesc &desc) override; - void fbo_copy_image(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override; - bool fbo_blit(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override; + void CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) override; + bool BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) override; int fbo_preferred_z_bitdepth() override; // These functions should be self explanatory. - void fbo_bind_as_render_target(Framebuffer *fbo) override; + void BindFramebufferAsRenderTarget(Framebuffer *fbo) override; // color must be 0, for now. - void fbo_bind_as_texture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) override; - void fbo_bind_for_read(Framebuffer *fbo) override; + void BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) override; + void BindFramebufferForRead(Framebuffer *fbo) override; - void fbo_bind_backbuffer_as_render_target() override; - uintptr_t fbo_get_api_texture(Framebuffer *fbo, int channelBit, int attachment) override; + void BindBackbufferAsRenderTarget() override; + uintptr_t GetFramebufferAPITexture(Framebuffer *fbo, int channelBit, int attachment) override; - void fbo_get_dimensions(Framebuffer *fbo, int *w, int *h) override; + void GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) override; void SetScissorRect(int left, int top, int width, int height) override; void SetViewports(int count, Viewport *viewports) override; @@ -1281,7 +1281,7 @@ public: int height; }; -Framebuffer *VKContext::fbo_create(const FramebufferDesc &desc) { +Framebuffer *VKContext::CreateFramebuffer(const FramebufferDesc &desc) { VKFramebuffer *fb = new VKFramebuffer(); fb->width = desc.width; fb->height = desc.height; @@ -1289,21 +1289,21 @@ Framebuffer *VKContext::fbo_create(const FramebufferDesc &desc) { return fb; } -void VKContext::fbo_copy_image(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) {} -bool VKContext::fbo_blit(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) { return true; } +void VKContext::CopyFramebufferImage(Framebuffer *src, int level, int x, int y, int z, Framebuffer *dst, int dstLevel, int dstX, int dstY, int dstZ, int width, int height, int depth) {} +bool VKContext::BlitFramebuffer(Framebuffer *src, int srcX1, int srcY1, int srcX2, int srcY2, Framebuffer *dst, int dstX1, int dstY1, int dstX2, int dstY2, int channelBits, FBBlitFilter filter) { return true; } int VKContext::fbo_preferred_z_bitdepth() { return 24; } // These functions should be self explanatory. -void VKContext::fbo_bind_as_render_target(Framebuffer *fbo) {} +void VKContext::BindFramebufferAsRenderTarget(Framebuffer *fbo) {} // color must be 0, for now. -void VKContext::fbo_bind_as_texture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) {} -void VKContext::fbo_bind_for_read(Framebuffer *fbo) {} +void VKContext::BindFramebufferAsTexture(Framebuffer *fbo, int binding, FBChannel channelBit, int attachment) {} +void VKContext::BindFramebufferForRead(Framebuffer *fbo) {} -void VKContext::fbo_bind_backbuffer_as_render_target() {} -uintptr_t VKContext::fbo_get_api_texture(Framebuffer *fbo, int channelBit, int attachment) { return 0; } +void VKContext::BindBackbufferAsRenderTarget() {} +uintptr_t VKContext::GetFramebufferAPITexture(Framebuffer *fbo, int channelBit, int attachment) { return 0; } -void VKContext::fbo_get_dimensions(Framebuffer *fbo, int *w, int *h) { +void VKContext::GetFramebufferDimensions(Framebuffer *fbo, int *w, int *h) { VKFramebuffer *fb = (VKFramebuffer *)fbo; *w = fb->width; *h = fb->height;