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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-02 19:24:12 +01:00

[d3d11] Remove inconsistent uses of "this"

This commit is contained in:
Philip Rebohle 2018-03-18 12:57:39 +01:00
parent c43702e445
commit 2346a2ac03
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99

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@ -1140,7 +1140,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumBuffers, UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) { ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::VertexShader, DxbcProgramType::VertexShader,
m_state.vs.constantBuffers, m_state.vs.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1155,7 +1155,7 @@ namespace dxvk {
ID3D11Buffer* const* ppConstantBuffers, ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant, const UINT* pFirstConstant,
const UINT* pNumConstants) { const UINT* pNumConstants) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::VertexShader, DxbcProgramType::VertexShader,
m_state.vs.constantBuffers, m_state.vs.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1169,7 +1169,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumViews, UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) { ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources( SetShaderResources(
DxbcProgramType::VertexShader, DxbcProgramType::VertexShader,
m_state.vs.shaderResources, m_state.vs.shaderResources,
StartSlot, NumViews, StartSlot, NumViews,
@ -1181,7 +1181,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumSamplers, UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) { ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers( SetSamplers(
DxbcProgramType::VertexShader, DxbcProgramType::VertexShader,
m_state.vs.samplers, m_state.vs.samplers,
StartSlot, NumSamplers, StartSlot, NumSamplers,
@ -1266,7 +1266,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumViews, UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) { ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources( SetShaderResources(
DxbcProgramType::HullShader, DxbcProgramType::HullShader,
m_state.hs.shaderResources, m_state.hs.shaderResources,
StartSlot, NumViews, StartSlot, NumViews,
@ -1278,7 +1278,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumBuffers, UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) { ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::HullShader, DxbcProgramType::HullShader,
m_state.hs.constantBuffers, m_state.hs.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1293,7 +1293,7 @@ namespace dxvk {
ID3D11Buffer* const* ppConstantBuffers, ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant, const UINT* pFirstConstant,
const UINT* pNumConstants) { const UINT* pNumConstants) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::HullShader, DxbcProgramType::HullShader,
m_state.hs.constantBuffers, m_state.hs.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1307,7 +1307,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumSamplers, UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) { ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers( SetSamplers(
DxbcProgramType::HullShader, DxbcProgramType::HullShader,
m_state.hs.samplers, m_state.hs.samplers,
StartSlot, NumSamplers, StartSlot, NumSamplers,
@ -1392,7 +1392,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumViews, UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) { ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources( SetShaderResources(
DxbcProgramType::DomainShader, DxbcProgramType::DomainShader,
m_state.ds.shaderResources, m_state.ds.shaderResources,
StartSlot, NumViews, StartSlot, NumViews,
@ -1404,7 +1404,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumBuffers, UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) { ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::DomainShader, DxbcProgramType::DomainShader,
m_state.ds.constantBuffers, m_state.ds.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1419,7 +1419,7 @@ namespace dxvk {
ID3D11Buffer* const* ppConstantBuffers, ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant, const UINT* pFirstConstant,
const UINT* pNumConstants) { const UINT* pNumConstants) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::DomainShader, DxbcProgramType::DomainShader,
m_state.ds.constantBuffers, m_state.ds.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1433,7 +1433,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumSamplers, UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) { ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers( SetSamplers(
DxbcProgramType::DomainShader, DxbcProgramType::DomainShader,
m_state.ds.samplers, m_state.ds.samplers,
StartSlot, NumSamplers, StartSlot, NumSamplers,
@ -1518,7 +1518,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumBuffers, UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) { ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::GeometryShader, DxbcProgramType::GeometryShader,
m_state.gs.constantBuffers, m_state.gs.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1533,7 +1533,7 @@ namespace dxvk {
ID3D11Buffer* const* ppConstantBuffers, ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant, const UINT* pFirstConstant,
const UINT* pNumConstants) { const UINT* pNumConstants) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::GeometryShader, DxbcProgramType::GeometryShader,
m_state.gs.constantBuffers, m_state.gs.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1547,7 +1547,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumViews, UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) { ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources( SetShaderResources(
DxbcProgramType::GeometryShader, DxbcProgramType::GeometryShader,
m_state.gs.shaderResources, m_state.gs.shaderResources,
StartSlot, NumViews, StartSlot, NumViews,
@ -1559,7 +1559,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumSamplers, UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) { ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers( SetSamplers(
DxbcProgramType::GeometryShader, DxbcProgramType::GeometryShader,
m_state.gs.samplers, m_state.gs.samplers,
StartSlot, NumSamplers, StartSlot, NumSamplers,
@ -1644,7 +1644,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumBuffers, UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) { ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::PixelShader, DxbcProgramType::PixelShader,
m_state.ps.constantBuffers, m_state.ps.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1659,7 +1659,7 @@ namespace dxvk {
ID3D11Buffer* const* ppConstantBuffers, ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant, const UINT* pFirstConstant,
const UINT* pNumConstants) { const UINT* pNumConstants) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::PixelShader, DxbcProgramType::PixelShader,
m_state.ps.constantBuffers, m_state.ps.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1673,7 +1673,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumViews, UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) { ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources( SetShaderResources(
DxbcProgramType::PixelShader, DxbcProgramType::PixelShader,
m_state.ps.shaderResources, m_state.ps.shaderResources,
StartSlot, NumViews, StartSlot, NumViews,
@ -1685,7 +1685,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumSamplers, UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) { ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers( SetSamplers(
DxbcProgramType::PixelShader, DxbcProgramType::PixelShader,
m_state.ps.samplers, m_state.ps.samplers,
StartSlot, NumSamplers, StartSlot, NumSamplers,
@ -1770,7 +1770,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumBuffers, UINT NumBuffers,
ID3D11Buffer* const* ppConstantBuffers) { ID3D11Buffer* const* ppConstantBuffers) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::ComputeShader, DxbcProgramType::ComputeShader,
m_state.cs.constantBuffers, m_state.cs.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1785,7 +1785,7 @@ namespace dxvk {
ID3D11Buffer* const* ppConstantBuffers, ID3D11Buffer* const* ppConstantBuffers,
const UINT* pFirstConstant, const UINT* pFirstConstant,
const UINT* pNumConstants) { const UINT* pNumConstants) {
this->SetConstantBuffers( SetConstantBuffers(
DxbcProgramType::ComputeShader, DxbcProgramType::ComputeShader,
m_state.cs.constantBuffers, m_state.cs.constantBuffers,
StartSlot, NumBuffers, StartSlot, NumBuffers,
@ -1799,7 +1799,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumViews, UINT NumViews,
ID3D11ShaderResourceView* const* ppShaderResourceViews) { ID3D11ShaderResourceView* const* ppShaderResourceViews) {
this->SetShaderResources( SetShaderResources(
DxbcProgramType::ComputeShader, DxbcProgramType::ComputeShader,
m_state.cs.shaderResources, m_state.cs.shaderResources,
StartSlot, NumViews, StartSlot, NumViews,
@ -1811,7 +1811,7 @@ namespace dxvk {
UINT StartSlot, UINT StartSlot,
UINT NumSamplers, UINT NumSamplers,
ID3D11SamplerState* const* ppSamplers) { ID3D11SamplerState* const* ppSamplers) {
this->SetSamplers( SetSamplers(
DxbcProgramType::ComputeShader, DxbcProgramType::ComputeShader,
m_state.cs.samplers, m_state.cs.samplers,
StartSlot, NumSamplers, StartSlot, NumSamplers,
@ -1824,14 +1824,14 @@ namespace dxvk {
UINT NumUAVs, UINT NumUAVs,
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews, ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
const UINT* pUAVInitialCounts) { const UINT* pUAVInitialCounts) {
this->SetUnorderedAccessViews( SetUnorderedAccessViews(
DxbcProgramType::ComputeShader, DxbcProgramType::ComputeShader,
m_state.cs.unorderedAccessViews, m_state.cs.unorderedAccessViews,
StartSlot, NumUAVs, StartSlot, NumUAVs,
ppUnorderedAccessViews); ppUnorderedAccessViews);
if (pUAVInitialCounts != nullptr) { if (pUAVInitialCounts != nullptr) {
this->InitUnorderedAccessViewCounters( InitUnorderedAccessViewCounters(
NumUAVs, ppUnorderedAccessViews, NumUAVs, ppUnorderedAccessViews,
pUAVInitialCounts); pUAVInitialCounts);
} }