Just some renaming. Start moving away from the "thin3d" name

This commit is contained in:
Henrik Rydgard committed 2017-01-30 14:38:31 +01:00
1 parent 1044796de2
commit 20d9e60a67
34 files changed
+128 -133

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+17 -21
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@@ -140,7 +140,7 @@ struct PendingMessage {
static recursive_mutex pendingMutex;
static std::vector<PendingMessage> pendingMessages;
static Draw::DrawContext *thin3d;
static Draw::DrawContext *g_draw;
static Draw::Pipeline *colorPipeline;
static Draw::Pipeline *texColorPipeline;
static UIContext *uiContext;
@@ -150,10 +150,6 @@ static std::vector<std::string> inputboxValue;
WindowsAudioBackend *winAudioBackend;
#endif
Draw::DrawContext *GetThin3D() {
return thin3d;
}
std::thread *graphicsLoadThread;
class AndroidLogger : public LogListener {
@@ -529,7 +525,7 @@ void NativeInit(int argc, const char *argv[], const char *savegame_dir, const ch
void NativeInitGraphics(GraphicsContext *graphicsContext) {
using namespace Draw;
Core_SetGraphicsContext(graphicsContext);
thin3d = graphicsContext->CreateThin3DContext();
g_draw = graphicsContext->CreateDrawContext();
ui_draw2d.SetAtlas(&ui_atlas);
ui_draw2d_front.SetAtlas(&ui_atlas);
@@ -579,7 +575,7 @@ void NativeInitGraphics(GraphicsContext *graphicsContext) {
ui_theme.popupTitle.fgColor = 0xFF59BEE3;
#endif
uiTexture = CreateTextureFromFile(thin3d, "ui_atlas.zim", ImageFileType::ZIM);
uiTexture = CreateTextureFromFile(g_draw, "ui_atlas.zim", ImageFileType::ZIM);
if (!uiTexture) {
PanicAlert("Failed to load ui_atlas.zim.\n\nPlace it in the directory \"assets\" under your PPSSPP directory.");
ELOG("Failed to load ui_atlas.zim");
@@ -592,34 +588,34 @@ void NativeInitGraphics(GraphicsContext *graphicsContext) {
uiContext = new UIContext();
uiContext->theme = &ui_theme;
Draw::InputLayout *inputLayout = ui_draw2d.CreateInputLayout(thin3d);
Draw::BlendState *blendNormal = thin3d->CreateBlendState({ true, 0xF, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA });
Draw::DepthStencilState *depth = thin3d->CreateDepthStencilState({ false, false, Comparison::LESS });
Draw::RasterState *rasterNoCull = thin3d->CreateRasterState({});
Draw::InputLayout *inputLayout = ui_draw2d.CreateInputLayout(g_draw);
Draw::BlendState *blendNormal = g_draw->CreateBlendState({ true, 0xF, BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA });
Draw::DepthStencilState *depth = g_draw->CreateDepthStencilState({ false, false, Comparison::LESS });
Draw::RasterState *rasterNoCull = g_draw->CreateRasterState({});
PipelineDesc colorDesc{
Primitive::TRIANGLE_LIST,
{ thin3d->GetVshaderPreset(VS_COLOR_2D), thin3d->GetFshaderPreset(FS_COLOR_2D) },
{ g_draw->GetVshaderPreset(VS_COLOR_2D), g_draw->GetFshaderPreset(FS_COLOR_2D) },
inputLayout, depth, blendNormal, rasterNoCull
};
PipelineDesc texColorDesc{
Primitive::TRIANGLE_LIST,
{ thin3d->GetVshaderPreset(VS_TEXTURE_COLOR_2D), thin3d->GetFshaderPreset(FS_TEXTURE_COLOR_2D) },
{ g_draw->GetVshaderPreset(VS_TEXTURE_COLOR_2D), g_draw->GetFshaderPreset(FS_TEXTURE_COLOR_2D) },
inputLayout, depth, blendNormal, rasterNoCull
};
colorPipeline = thin3d->CreateGraphicsPipeline(colorDesc);
texColorPipeline = thin3d->CreateGraphicsPipeline(texColorDesc);
colorPipeline = g_draw->CreateGraphicsPipeline(colorDesc);
texColorPipeline = g_draw->CreateGraphicsPipeline(texColorDesc);
inputLayout->Release();
rasterNoCull->Release();
blendNormal->Release();
depth->Release();
ui_draw2d.Init(thin3d, texColorPipeline);
ui_draw2d_front.Init(thin3d, texColorPipeline);
ui_draw2d.Init(g_draw, texColorPipeline);
ui_draw2d_front.Init(g_draw, texColorPipeline);
uiContext->Init(thin3d, texColorPipeline, colorPipeline, &ui_draw2d, &ui_draw2d_front);
uiContext->Init(g_draw, texColorPipeline, colorPipeline, &ui_draw2d, &ui_draw2d_front);
RasterStateDesc desc;
desc.cull = CullMode::NONE;
desc.frontFace = Facing::CCW;
@@ -628,7 +624,7 @@ void NativeInitGraphics(GraphicsContext *graphicsContext) {
uiContext->Text()->SetFont("Tahoma", 20, 0);
screenManager->setUIContext(uiContext);
screenManager->setThin3DContext(thin3d);
screenManager->setDrawContext(g_draw);
#ifdef _WIN32
winAudioBackend = CreateAudioBackend((AudioBackendType)g_Config.iAudioBackend);
@@ -662,8 +658,8 @@ void NativeShutdownGraphics() {
texColorPipeline->Release();
// TODO: Reconsider this annoying ref counting stuff.
if (thin3d->Release()) {
thin3d = nullptr;
if (g_draw->Release()) {
g_draw = nullptr;
}
}