renderer_opengl: Use better naming for DrawScreens and DrawSingleScreen.

This commit is contained in:
bunnei 2018-03-26 21:06:37 -04:00
parent d8f745382b
commit 5e343edc9e
2 changed files with 8 additions and 8 deletions

View file

@ -119,7 +119,7 @@ void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&
// Load the framebuffer from memory, draw it to the screen, and swap buffers
LoadFBToScreenInfo(*framebuffer, screen_info);
DrawScreens();
DrawScreen();
render_window->SwapBuffers();
}
@ -293,8 +293,8 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture,
state.Apply();
}
void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w,
float h) {
void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w,
float h) {
const auto& texcoords = screen_info.display_texcoords;
auto left = texcoords.left;
auto right = texcoords.right;
@ -330,7 +330,7 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float x, fl
/**
* Draws the emulated screens to the emulator window.
*/
void RendererOpenGL::DrawScreens() {
void RendererOpenGL::DrawScreen() {
const auto& layout = render_window->GetFramebufferLayout();
const auto& screen = layout.screen;
@ -346,8 +346,8 @@ void RendererOpenGL::DrawScreens() {
glActiveTexture(GL_TEXTURE0);
glUniform1i(uniform_color_texture, 0);
DrawSingleScreen(screen_info, (float)screen.left, (float)screen.top, (float)screen.GetWidth(),
(float)screen.GetHeight());
DrawScreenTriangles(screen_info, (float)screen.left, (float)screen.top,
(float)screen.GetWidth(), (float)screen.GetHeight());
m_current_frame++;
}

View file

@ -55,8 +55,8 @@ private:
void InitOpenGLObjects();
void ConfigureFramebufferTexture(TextureInfo& texture,
const Tegra::FramebufferConfig& framebuffer);
void DrawScreens();
void DrawSingleScreen(const ScreenInfo& screen_info, float x, float y, float w, float h);
void DrawScreen();
void DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, float h);
void UpdateFramerate();
// Loads framebuffer from emulated memory into the display information structure