D3D11: Use ComPtr smart pointer where possible

This commit is contained in:
Stenzek
2019-03-09 23:31:37 +10:00
parent 3d8014beb5
commit 1151a1238f
16 changed files with 146 additions and 235 deletions

View File

@ -299,27 +299,14 @@ void StateManager::SyncComputeBindings()
}
} // namespace D3D
StateCache::~StateCache()
{
for (auto& it : m_depth)
SAFE_RELEASE(it.second);
for (auto& it : m_raster)
SAFE_RELEASE(it.second);
for (auto& it : m_blend)
SAFE_RELEASE(it.second);
for (auto& it : m_sampler)
SAFE_RELEASE(it.second);
}
StateCache::~StateCache() = default;
ID3D11SamplerState* StateCache::Get(SamplerState state)
{
std::lock_guard<std::mutex> guard(m_lock);
auto it = m_sampler.find(state.hex);
if (it != m_sampler.end())
return it->second;
return it->second.Get();
D3D11_SAMPLER_DESC sampdc = CD3D11_SAMPLER_DESC(CD3D11_DEFAULT());
if (state.mipmap_filter == SamplerState::Filter::Linear)
@ -359,11 +346,11 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
sampdc.MaxAnisotropy = 1u << g_ActiveConfig.iMaxAnisotropy;
}
ID3D11SamplerState* res = nullptr;
ComPtr<ID3D11SamplerState> res;
HRESULT hr = D3D::device->CreateSamplerState(&sampdc, &res);
CHECK(SUCCEEDED(hr), "Creating D3D sampler state failed");
m_sampler.emplace(state.hex, res);
return res;
return res.Get();
}
ID3D11BlendState* StateCache::Get(BlendingState state)
@ -371,7 +358,7 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
std::lock_guard<std::mutex> guard(m_lock);
auto it = m_blend.find(state.hex);
if (it != m_blend.end())
return it->second;
return it->second.Get();
if (state.logicopenable && D3D::device1)
{
@ -437,12 +424,11 @@ ID3D11BlendState* StateCache::Get(BlendingState state)
tdesc.BlendOp = state.subtract ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
tdesc.BlendOpAlpha = state.subtractAlpha ? D3D11_BLEND_OP_REV_SUBTRACT : D3D11_BLEND_OP_ADD;
ID3D11BlendState* res = nullptr;
ComPtr<ID3D11BlendState> res;
HRESULT hr = D3D::device->CreateBlendState(&desc, &res);
CHECK(SUCCEEDED(hr), "Creating D3D blend state failed");
m_blend.emplace(state.hex, res);
return res;
return res.Get();
}
ID3D11RasterizerState* StateCache::Get(RasterizationState state)
@ -450,7 +436,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizationState state)
std::lock_guard<std::mutex> guard(m_lock);
auto it = m_raster.find(state.hex);
if (it != m_raster.end())
return it->second;
return it->second.Get();
static constexpr std::array<D3D11_CULL_MODE, 4> cull_modes = {
{D3D11_CULL_NONE, D3D11_CULL_BACK, D3D11_CULL_FRONT, D3D11_CULL_BACK}};
@ -460,11 +446,11 @@ ID3D11RasterizerState* StateCache::Get(RasterizationState state)
desc.CullMode = cull_modes[state.cullmode];
desc.ScissorEnable = TRUE;
ID3D11RasterizerState* res = nullptr;
ComPtr<ID3D11RasterizerState> res;
HRESULT hr = D3D::device->CreateRasterizerState(&desc, &res);
CHECK(SUCCEEDED(hr), "Creating D3D rasterizer state failed");
m_raster.emplace(state.hex, res);
return res;
return res.Get();
}
ID3D11DepthStencilState* StateCache::Get(DepthState state)
@ -472,7 +458,7 @@ ID3D11DepthStencilState* StateCache::Get(DepthState state)
std::lock_guard<std::mutex> guard(m_lock);
auto it = m_depth.find(state.hex);
if (it != m_depth.end())
return it->second;
return it->second.Get();
D3D11_DEPTH_STENCIL_DESC depthdc = CD3D11_DEPTH_STENCIL_DESC(CD3D11_DEFAULT());
@ -503,12 +489,11 @@ ID3D11DepthStencilState* StateCache::Get(DepthState state)
depthdc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
}
ID3D11DepthStencilState* res = nullptr;
ComPtr<ID3D11DepthStencilState> res;
HRESULT hr = D3D::device->CreateDepthStencilState(&depthdc, &res);
CHECK(SUCCEEDED(hr), "Creating D3D depth stencil state failed");
m_depth.emplace(state.hex, res);
return res;
return res.Get();
}
D3D11_PRIMITIVE_TOPOLOGY StateCache::GetPrimitiveTopology(PrimitiveType primitive)