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authorThorvald Natvig <slicer@users.sourceforge.net>2010-01-25 19:26:53 +0300
committerThorvald Natvig <slicer@users.sourceforge.net>2010-01-26 17:54:13 +0300
commitc16b9b8e8f20a9df096e62298733d75d7fe1a511 (patch)
tree84f6bdd6576db0f2d53f534fdd5ac3cf7c6728d0 /overlay/d3d10.cpp
parent89a0f322c4d33d50dd0fc35d51b5ab52994a2d7e (diff)
Indent, changelog, submodule and language update
Diffstat (limited to 'overlay/d3d10.cpp')
-rw-r--r--overlay/d3d10.cpp84
1 files changed, 42 insertions, 42 deletions
diff --git a/overlay/d3d10.cpp b/overlay/d3d10.cpp
index d99e43c08..1222b7b55 100644
--- a/overlay/d3d10.cpp
+++ b/overlay/d3d10.cpp
@@ -64,40 +64,40 @@ struct SimpleVertex {
class D10State: protected Pipe {
public:
- LONG lHighMark;
-
- LONG initRefCount;
- LONG refCount;
- LONG myRefCount;
- DWORD dwMyThread;
-
- D3D10_VIEWPORT vp;
-
- ID3D10Device *pDevice;
- IDXGISwapChain *pSwapChain;
-
- ID3D10StateBlock *pOrigStateBlock;
- ID3D10StateBlock *pMyStateBlock;
- ID3D10RenderTargetView *pRTV;
- ID3D10Effect *pEffect;
- ID3D10EffectTechnique *pTechnique;
- ID3D10EffectShaderResourceVariable * pDiffuseTexture;
- ID3D10InputLayout *pVertexLayout;
- ID3D10Buffer *pVertexBuffer;
- ID3D10Buffer *pIndexBuffer;
- ID3D10BlendState *pBlendState;
-
- ID3D10Texture2D *pTexture;
- ID3D10ShaderResourceView *pSRView;
-
- D10State(IDXGISwapChain *, ID3D10Device *);
- ~D10State();
- void init();
- void draw();
-
- void blit(unsigned int x, unsigned int y, unsigned int w, unsigned int h);
- void setRect();
- void newTexture(unsigned int w, unsigned int h);
+ LONG lHighMark;
+
+ LONG initRefCount;
+ LONG refCount;
+ LONG myRefCount;
+ DWORD dwMyThread;
+
+ D3D10_VIEWPORT vp;
+
+ ID3D10Device *pDevice;
+ IDXGISwapChain *pSwapChain;
+
+ ID3D10StateBlock *pOrigStateBlock;
+ ID3D10StateBlock *pMyStateBlock;
+ ID3D10RenderTargetView *pRTV;
+ ID3D10Effect *pEffect;
+ ID3D10EffectTechnique *pTechnique;
+ ID3D10EffectShaderResourceVariable * pDiffuseTexture;
+ ID3D10InputLayout *pVertexLayout;
+ ID3D10Buffer *pVertexBuffer;
+ ID3D10Buffer *pIndexBuffer;
+ ID3D10BlendState *pBlendState;
+
+ ID3D10Texture2D *pTexture;
+ ID3D10ShaderResourceView *pSRView;
+
+ D10State(IDXGISwapChain *, ID3D10Device *);
+ ~D10State();
+ void init();
+ void draw();
+
+ void blit(unsigned int x, unsigned int y, unsigned int w, unsigned int h);
+ void setRect();
+ void newTexture(unsigned int w, unsigned int h);
};
map<IDXGISwapChain *, D10State *> chains;
@@ -109,9 +109,9 @@ D10State::D10State(IDXGISwapChain *pSwapChain, ID3D10Device *pDevice) {
lHighMark = initRefCount = refCount = myRefCount = 0;
dwMyThread = 0;
-
+
ZeroMemory(&vp, sizeof(vp));
-
+
pOrigStateBlock = NULL;
pMyStateBlock = NULL;
pRTV = NULL;
@@ -124,7 +124,7 @@ D10State::D10State(IDXGISwapChain *pSwapChain, ID3D10Device *pDevice) {
pBlendState = NULL;
pTexture = NULL;
pSRView = NULL;
-
+
pDevice->AddRef();
initRefCount = pDevice->Release();
}
@@ -133,7 +133,7 @@ void D10State::blit(unsigned int x, unsigned int y, unsigned int w, unsigned int
HRESULT hr;
ods("D3D10: Blit %d %d %d %d", x, y, w, h);
-
+
if (! pTexture || ! pSRView)
return;
@@ -166,7 +166,7 @@ void D10State::setRect() {
float top = static_cast<float>(uiTop) - 0.5f;
float right = static_cast<float>(uiRight) + 0.5f;
float bottom = static_cast<float>(uiBottom) + 0.5f;
-
+
float texl = (left) / w;
float text = (top) / h;
float texr = (right + 1.0f) / w;
@@ -221,7 +221,7 @@ void D10State::newTexture(unsigned int w, unsigned int h) {
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
hr = pDevice->CreateTexture2D(&desc, NULL, &pTexture);
-
+
if (! SUCCEEDED(hr)) {
pTexture = NULL;
ods("D3D10: Failed to create texture.");
@@ -379,7 +379,7 @@ D10State::~D10State() {
void D10State::draw() {
HRESULT hr;
dwMyThread = GetCurrentThreadId();
-
+
checkMessage(vp.Width, vp.Height);
if (a_ucTexture && pSRView && (uiLeft != uiRight)) {
@@ -563,7 +563,7 @@ void checkDXGIHook(bool preonly) {
extern "C" __declspec(dllexport) void __cdecl PrepareDXGI() {
if (! dxgi)
return;
-
+
ods("Preparing static data for DXGI Injection");
HMODULE hD3D10 = LoadLibrary("D3D10.DLL");