fix line endings

This commit is contained in:
bicarus-dev
2026-08-16 21:23:41 -07:00
parent adf4cccd4a
commit f857926ec3
77 changed files with 25537 additions and 25495 deletions
@@ -1,44 +1,44 @@
#pragma once
#include <windows.h>
#include <d3d9.h>
// SDVX Live2D draw-skip support for the D3D9 backend.
//
// SDVX renders its Live2D navigator / in-song character through a fixed set of
// shaders. when the skip is active (see graphics_sdvx_live2d_should_skip)
// the matching draw calls are dropped to save GPU. shaders are identified by a
// stable hash of their D3D9 bytecode (object pointers vary per run, the bytecode
// does not). the hashes were captured with the draw-call fingerprinting tool.
//
// every entry point is a no-op unless the feature is enabled (mode != Off), and
// d3d9 rendering for a device is single-threaded, so none of this needs locking.
namespace d3d9_live2d {
#ifdef SPICE64
// record a shader's bytecode fingerprint at creation time
void on_create_vertex_shader(IDirect3DVertexShader9 *shader, const DWORD *func);
void on_create_pixel_shader(IDirect3DPixelShader9 *shader, const DWORD *func);
// remember the currently-bound shaders
void on_set_vertex_shader(IDirect3DVertexShader9 *shader);
void on_set_pixel_shader(IDirect3DPixelShader9 *shader);
// true if the current draw call should be dropped (skip active AND the bound
// shaders identify it as SDVX Live2D)
bool should_skip_draw();
#else // !SPICE64
// only the Live2D-capable SDVX versions are 64-bit; on 32-bit every entry point
// compiles away to nothing, so the d3d9 device hooks need no #ifdefs at their
// call sites.
inline void on_create_vertex_shader(IDirect3DVertexShader9 *, const DWORD *) {}
inline void on_create_pixel_shader(IDirect3DPixelShader9 *, const DWORD *) {}
inline void on_set_vertex_shader(IDirect3DVertexShader9 *) {}
inline void on_set_pixel_shader(IDirect3DPixelShader9 *) {}
inline bool should_skip_draw() { return false; }
#endif // SPICE64
}
#pragma once
#include <windows.h>
#include <d3d9.h>
// SDVX Live2D draw-skip support for the D3D9 backend.
//
// SDVX renders its Live2D navigator / in-song character through a fixed set of
// shaders. when the skip is active (see graphics_sdvx_live2d_should_skip)
// the matching draw calls are dropped to save GPU. shaders are identified by a
// stable hash of their D3D9 bytecode (object pointers vary per run, the bytecode
// does not). the hashes were captured with the draw-call fingerprinting tool.
//
// every entry point is a no-op unless the feature is enabled (mode != Off), and
// d3d9 rendering for a device is single-threaded, so none of this needs locking.
namespace d3d9_live2d {
#ifdef SPICE64
// record a shader's bytecode fingerprint at creation time
void on_create_vertex_shader(IDirect3DVertexShader9 *shader, const DWORD *func);
void on_create_pixel_shader(IDirect3DPixelShader9 *shader, const DWORD *func);
// remember the currently-bound shaders
void on_set_vertex_shader(IDirect3DVertexShader9 *shader);
void on_set_pixel_shader(IDirect3DPixelShader9 *shader);
// true if the current draw call should be dropped (skip active AND the bound
// shaders identify it as SDVX Live2D)
bool should_skip_draw();
#else // !SPICE64
// only the Live2D-capable SDVX versions are 64-bit; on 32-bit every entry point
// compiles away to nothing, so the d3d9 device hooks need no #ifdefs at their
// call sites.
inline void on_create_vertex_shader(IDirect3DVertexShader9 *, const DWORD *) {}
inline void on_create_pixel_shader(IDirect3DPixelShader9 *, const DWORD *) {}
inline void on_set_vertex_shader(IDirect3DVertexShader9 *) {}
inline void on_set_pixel_shader(IDirect3DPixelShader9 *) {}
inline bool should_skip_draw() { return false; }
#endif // SPICE64
}