mirror of https://github.com/AxioDL/boo.git
D3D11: Invert conditional within setViewport()
Performs the same thing as the previous change, but applies it to setViewport() instead. This also allows unindenting all code within the function by one level.
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@ -1045,30 +1045,33 @@ struct D3D11CommandQueue final : IGraphicsCommandQueue {
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}
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void setViewport(const SWindowRect& rect, float znear, float zfar) override {
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if (m_boundTarget) {
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int boundHeight = 0;
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switch (m_boundTarget->type()) {
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case TextureType::Render: {
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D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
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boundHeight = ctarget->m_height;
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break;
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}
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case TextureType::CubeRender: {
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D3D11TextureCubeR* ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
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boundHeight = ctarget->m_width;
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break;
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}
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default:
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break;
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}
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D3D11_VIEWPORT vp = {FLOAT(rect.location[0]),
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FLOAT(boundHeight - rect.location[1] - rect.size[1]),
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FLOAT(rect.size[0]),
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FLOAT(rect.size[1]),
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1.f - zfar,
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1.f - znear};
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m_deferredCtx->RSSetViewports(1, &vp);
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if (!m_boundTarget) {
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return;
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}
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int boundHeight = 0;
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switch (m_boundTarget->type()) {
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case TextureType::Render: {
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const auto* const ctarget = m_boundTarget.cast<D3D11TextureR>();
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boundHeight = ctarget->m_height;
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break;
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}
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case TextureType::CubeRender: {
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const auto* const ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
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boundHeight = ctarget->m_width;
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break;
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}
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default:
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break;
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}
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const D3D11_VIEWPORT vp = {FLOAT(rect.location[0]),
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FLOAT(boundHeight - rect.location[1] - rect.size[1]),
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FLOAT(rect.size[0]),
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FLOAT(rect.size[1]),
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1.f - zfar,
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1.f - znear};
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m_deferredCtx->RSSetViewports(1, &vp);
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}
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void setScissor(const SWindowRect& rect) override {
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