HostDisplay: Simplify method naming
Match PCSX2.
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@ -41,8 +41,8 @@ bool GPU_HW_D3D11::Initialize()
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return false;
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}
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m_device = static_cast<ID3D11Device*>(g_host_display->GetRenderDevice());
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m_context = static_cast<ID3D11DeviceContext*>(g_host_display->GetRenderContext());
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m_device = static_cast<ID3D11Device*>(g_host_display->GetDevice());
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m_context = static_cast<ID3D11DeviceContext*>(g_host_display->GetContext());
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if (!m_device || !m_context)
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return false;
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@ -61,18 +61,18 @@ public:
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ALWAYS_INLINE bool IsGPUTimingEnabled() const { return m_gpu_timing_enabled; }
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virtual RenderAPI GetRenderAPI() const = 0;
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virtual void* GetRenderDevice() const = 0;
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virtual void* GetRenderContext() const = 0;
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virtual void* GetDevice() const = 0;
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virtual void* GetContext() const = 0;
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virtual bool HasRenderDevice() const = 0;
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virtual bool HasRenderSurface() const = 0;
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virtual bool HasDevice() const = 0;
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virtual bool HasSurface() const = 0;
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virtual bool CreateRenderDevice(const WindowInfo& wi) = 0;
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virtual bool InitializeRenderDevice() = 0;
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virtual bool MakeRenderContextCurrent() = 0;
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virtual bool DoneRenderContextCurrent() = 0;
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virtual void DestroyRenderSurface() = 0;
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virtual bool ChangeRenderWindow(const WindowInfo& wi) = 0;
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virtual bool CreateDevice(const WindowInfo& wi) = 0;
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virtual bool SetupDevice() = 0;
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virtual bool MakeCurrent() = 0;
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virtual bool DoneCurrent() = 0;
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virtual void DestroySurface() = 0;
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virtual bool ChangeWindow(const WindowInfo& wi) = 0;
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virtual bool SupportsFullscreen() const = 0;
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virtual bool IsFullscreen() = 0;
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virtual bool SetFullscreen(bool fullscreen, u32 width, u32 height, float refresh_rate) = 0;
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@ -83,7 +83,7 @@ public:
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virtual bool SetPostProcessingChain(const std::string_view& config) = 0;
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/// Call when the window size changes externally to recreate any resources.
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virtual void ResizeRenderWindow(s32 new_window_width, s32 new_window_height) = 0;
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virtual void ResizeWindow(s32 new_window_width, s32 new_window_height) = 0;
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/// Creates an abstracted RGBA8 texture. If dynamic, the texture can be updated with UpdateTexture() below.
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virtual std::unique_ptr<GPUTexture> CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
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