mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
D3D11: Use ComPtr smart pointer where possible
This commit is contained in:
@ -20,13 +20,13 @@ public:
|
||||
bool use_logic_op);
|
||||
~DXPipeline() override;
|
||||
|
||||
ID3D11InputLayout* GetInputLayout() const { return m_input_layout; }
|
||||
ID3D11VertexShader* GetVertexShader() const { return m_vertex_shader; }
|
||||
ID3D11GeometryShader* GetGeometryShader() const { return m_geometry_shader; }
|
||||
ID3D11PixelShader* GetPixelShader() const { return m_pixel_shader; }
|
||||
ID3D11RasterizerState* GetRasterizerState() const { return m_rasterizer_state; }
|
||||
ID3D11DepthStencilState* GetDepthState() const { return m_depth_state; }
|
||||
ID3D11BlendState* GetBlendState() const { return m_blend_state; }
|
||||
ID3D11InputLayout* GetInputLayout() const { return m_input_layout.Get(); }
|
||||
ID3D11VertexShader* GetVertexShader() const { return m_vertex_shader.Get(); }
|
||||
ID3D11GeometryShader* GetGeometryShader() const { return m_geometry_shader.Get(); }
|
||||
ID3D11PixelShader* GetPixelShader() const { return m_pixel_shader.Get(); }
|
||||
ID3D11RasterizerState* GetRasterizerState() const { return m_rasterizer_state.Get(); }
|
||||
ID3D11DepthStencilState* GetDepthState() const { return m_depth_state.Get(); }
|
||||
ID3D11BlendState* GetBlendState() const { return m_blend_state.Get(); }
|
||||
D3D11_PRIMITIVE_TOPOLOGY GetPrimitiveTopology() const { return m_primitive_topology; }
|
||||
bool HasGeometryShader() const { return m_geometry_shader != nullptr; }
|
||||
bool UseLogicOp() const { return m_use_logic_op; }
|
||||
@ -34,13 +34,13 @@ public:
|
||||
static std::unique_ptr<DXPipeline> Create(const AbstractPipelineConfig& config);
|
||||
|
||||
private:
|
||||
ID3D11InputLayout* m_input_layout;
|
||||
ID3D11VertexShader* m_vertex_shader;
|
||||
ID3D11GeometryShader* m_geometry_shader;
|
||||
ID3D11PixelShader* m_pixel_shader;
|
||||
ID3D11RasterizerState* m_rasterizer_state;
|
||||
ID3D11DepthStencilState* m_depth_state;
|
||||
ID3D11BlendState* m_blend_state;
|
||||
ComPtr<ID3D11InputLayout> m_input_layout;
|
||||
ComPtr<ID3D11VertexShader> m_vertex_shader;
|
||||
ComPtr<ID3D11GeometryShader> m_geometry_shader;
|
||||
ComPtr<ID3D11PixelShader> m_pixel_shader;
|
||||
ComPtr<ID3D11RasterizerState> m_rasterizer_state;
|
||||
ComPtr<ID3D11DepthStencilState> m_depth_state;
|
||||
ComPtr<ID3D11BlendState> m_blend_state;
|
||||
D3D11_PRIMITIVE_TOPOLOGY m_primitive_topology;
|
||||
bool m_use_logic_op;
|
||||
};
|
||||
|
Reference in New Issue
Block a user