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

@ -13,33 +13,30 @@ DXShader::DXShader(ShaderStage stage, BinaryData bytecode, ID3D11DeviceChild* sh
{
}
DXShader::~DXShader()
{
m_shader->Release();
}
DXShader::~DXShader() = default;
ID3D11VertexShader* DXShader::GetD3DVertexShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Vertex);
return static_cast<ID3D11VertexShader*>(m_shader);
return static_cast<ID3D11VertexShader*>(m_shader.Get());
}
ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Geometry);
return static_cast<ID3D11GeometryShader*>(m_shader);
return static_cast<ID3D11GeometryShader*>(m_shader.Get());
}
ID3D11PixelShader* DXShader::GetD3DPixelShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Pixel);
return static_cast<ID3D11PixelShader*>(m_shader);
return static_cast<ID3D11PixelShader*>(m_shader.Get());
}
ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
{
DEBUG_ASSERT(m_stage == ShaderStage::Compute);
return static_cast<ID3D11ComputeShader*>(m_shader);
return static_cast<ID3D11ComputeShader*>(m_shader.Get());
}
std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, BinaryData bytecode)
@ -48,48 +45,48 @@ std::unique_ptr<DXShader> DXShader::CreateFromBytecode(ShaderStage stage, Binary
{
case ShaderStage::Vertex:
{
ID3D11VertexShader* vs;
ComPtr<ID3D11VertexShader> vs;
HRESULT hr = D3D::device->CreateVertexShader(bytecode.data(), bytecode.size(), nullptr, &vs);
CHECK(SUCCEEDED(hr), "Create vertex shader");
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Vertex, std::move(bytecode), vs);
return std::make_unique<DXShader>(ShaderStage::Vertex, std::move(bytecode), vs.Get());
}
case ShaderStage::Geometry:
{
ID3D11GeometryShader* gs;
ComPtr<ID3D11GeometryShader> gs;
HRESULT hr = D3D::device->CreateGeometryShader(bytecode.data(), bytecode.size(), nullptr, &gs);
CHECK(SUCCEEDED(hr), "Create geometry shader");
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Geometry, std::move(bytecode), gs);
return std::make_unique<DXShader>(ShaderStage::Geometry, std::move(bytecode), gs.Get());
}
break;
case ShaderStage::Pixel:
{
ID3D11PixelShader* ps;
ComPtr<ID3D11PixelShader> ps;
HRESULT hr = D3D::device->CreatePixelShader(bytecode.data(), bytecode.size(), nullptr, &ps);
CHECK(SUCCEEDED(hr), "Create pixel shader");
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Pixel, std::move(bytecode), ps);
return std::make_unique<DXShader>(ShaderStage::Pixel, std::move(bytecode), ps.Get());
}
break;
case ShaderStage::Compute:
{
ID3D11ComputeShader* cs;
ComPtr<ID3D11ComputeShader> cs;
HRESULT hr = D3D::device->CreateComputeShader(bytecode.data(), bytecode.size(), nullptr, &cs);
CHECK(SUCCEEDED(hr), "Create compute shader");
if (FAILED(hr))
return nullptr;
return std::make_unique<DXShader>(ShaderStage::Compute, std::move(bytecode), cs);
return std::make_unique<DXShader>(ShaderStage::Compute, std::move(bytecode), cs.Get());
}
break;