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

@ -28,18 +28,18 @@
namespace DX11
{
static ID3D11Buffer* AllocateConstantBuffer(u32 size)
static ComPtr<ID3D11Buffer> AllocateConstantBuffer(u32 size)
{
const u32 cbsize = Common::AlignUp(size, 16u); // must be a multiple of 16
const CD3D11_BUFFER_DESC cbdesc(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE);
ID3D11Buffer* cbuf;
ComPtr<ID3D11Buffer> cbuf;
const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf);
CHECK(SUCCEEDED(hr), "shader constant buffer (size=%u)", cbsize);
if (FAILED(hr))
return nullptr;
D3DCommon::SetDebugObjectName(cbuf, "constant buffer");
D3DCommon::SetDebugObjectName(cbuf.Get(), "constant buffer");
return cbuf;
}
@ -53,10 +53,10 @@ static void UpdateConstantBuffer(ID3D11Buffer* const buffer, const void* data, u
ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
}
static ID3D11ShaderResourceView*
static ComPtr<ID3D11ShaderResourceView>
CreateTexelBufferView(ID3D11Buffer* buffer, TexelBufferFormat format, DXGI_FORMAT srv_format)
{
ID3D11ShaderResourceView* srv;
ComPtr<ID3D11ShaderResourceView> srv;
CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(buffer, srv_format, 0,
VertexManager::TEXEL_STREAM_BUFFER_SIZE /
VertexManager::GetTexelBufferElementSize(format));
@ -67,17 +67,7 @@ CreateTexelBufferView(ID3D11Buffer* buffer, TexelBufferFormat format, DXGI_FORMA
VertexManager::VertexManager() = default;
VertexManager::~VertexManager()
{
for (auto& srv_ptr : m_texel_buffer_views)
SAFE_RELEASE(srv_ptr);
SAFE_RELEASE(m_texel_buffer);
SAFE_RELEASE(m_pixel_constant_buffer);
SAFE_RELEASE(m_geometry_constant_buffer);
SAFE_RELEASE(m_vertex_constant_buffer);
for (auto& buffer : m_buffers)
SAFE_RELEASE(buffer);
}
VertexManager::~VertexManager() = default;
bool VertexManager::Initialize()
{
@ -93,7 +83,7 @@ bool VertexManager::Initialize()
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i])),
"Failed to create buffer.");
if (m_buffers[i])
D3DCommon::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager");
D3DCommon::SetDebugObjectName(m_buffers[i].Get(), "Buffer of VertexManager");
}
m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants));
@ -118,7 +108,8 @@ bool VertexManager::Initialize()
}};
for (const auto& it : format_mapping)
{
m_texel_buffer_views[it.first] = CreateTexelBufferView(m_texel_buffer, it.first, it.second);
m_texel_buffer_views[it.first] =
CreateTexelBufferView(m_texel_buffer.Get(), it.first, it.second);
if (!m_texel_buffer_views[it.first])
return false;
}
@ -130,10 +121,10 @@ void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_siz
{
// Just use the one buffer for all three.
InvalidateConstants();
UpdateConstantBuffer(m_vertex_constant_buffer, uniforms, uniforms_size);
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer);
D3D::stateman->SetPixelConstants(m_vertex_constant_buffer);
UpdateConstantBuffer(m_vertex_constant_buffer.Get(), uniforms, uniforms_size);
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer.Get());
D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer.Get());
D3D::stateman->SetPixelConstants(m_vertex_constant_buffer.Get());
}
bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE& sr)
@ -141,7 +132,7 @@ bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE&
if ((m_texel_buffer_offset + required_size) > TEXEL_STREAM_BUFFER_SIZE)
{
// Restart buffer.
HRESULT hr = D3D::context->Map(m_texel_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
CHECK(SUCCEEDED(hr), "Map texel buffer");
if (FAILED(hr))
return false;
@ -151,7 +142,7 @@ bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE&
else
{
// Don't overwrite the earlier-used space.
HRESULT hr = D3D::context->Map(m_texel_buffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &sr);
HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &sr);
CHECK(SUCCEEDED(hr), "Map texel buffer");
if (FAILED(hr))
return false;
@ -178,8 +169,8 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
m_texel_buffer_offset += data_size;
D3D::context->Unmap(m_texel_buffer, 0);
D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)]);
D3D::context->Unmap(m_texel_buffer.Get(), 0);
D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)].Get());
return true;
}
@ -208,9 +199,9 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
*out_palette_offset = (m_texel_buffer_offset + palette_byte_offset) / palette_elem_size;
m_texel_buffer_offset += palette_byte_offset + palette_size;
D3D::context->Unmap(m_texel_buffer, 0);
D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)]);
D3D::stateman->SetTexture(1, m_texel_buffer_views[static_cast<size_t>(palette_format)]);
D3D::context->Unmap(m_texel_buffer.Get(), 0);
D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)].Get());
D3D::stateman->SetTexture(1, m_texel_buffer_views[static_cast<size_t>(palette_format)].Get());
return true;
}
@ -250,48 +241,48 @@ void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_in
*out_base_vertex = vertex_stride > 0 ? (cursor / vertex_stride) : 0;
*out_base_index = (cursor + vertexBufferSize) / sizeof(u16);
D3D::context->Map(m_buffers[m_current_buffer], 0, MapType, 0, &map);
D3D::context->Map(m_buffers[m_current_buffer].Get(), 0, MapType, 0, &map);
u8* mappedData = reinterpret_cast<u8*>(map.pData);
if (vertexBufferSize > 0)
std::memcpy(mappedData + cursor, m_base_buffer_pointer, vertexBufferSize);
if (indexBufferSize > 0)
std::memcpy(mappedData + cursor + vertexBufferSize, m_cpu_index_buffer.data(), indexBufferSize);
D3D::context->Unmap(m_buffers[m_current_buffer], 0);
D3D::context->Unmap(m_buffers[m_current_buffer].Get(), 0);
m_buffer_cursor = cursor + totalBufferSize;
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer], vertex_stride, 0);
D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer]);
D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer].Get(), vertex_stride, 0);
D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer].Get());
}
void VertexManager::UploadUniforms()
{
if (VertexShaderManager::dirty)
{
UpdateConstantBuffer(m_vertex_constant_buffer, &VertexShaderManager::constants,
UpdateConstantBuffer(m_vertex_constant_buffer.Get(), &VertexShaderManager::constants,
sizeof(VertexShaderConstants));
VertexShaderManager::dirty = false;
}
if (GeometryShaderManager::dirty)
{
UpdateConstantBuffer(m_geometry_constant_buffer, &GeometryShaderManager::constants,
UpdateConstantBuffer(m_geometry_constant_buffer.Get(), &GeometryShaderManager::constants,
sizeof(GeometryShaderConstants));
GeometryShaderManager::dirty = false;
}
if (PixelShaderManager::dirty)
{
UpdateConstantBuffer(m_pixel_constant_buffer, &PixelShaderManager::constants,
UpdateConstantBuffer(m_pixel_constant_buffer.Get(), &PixelShaderManager::constants,
sizeof(PixelShaderConstants));
PixelShaderManager::dirty = false;
}
D3D::stateman->SetPixelConstants(m_pixel_constant_buffer, g_ActiveConfig.bEnablePixelLighting ?
m_vertex_constant_buffer :
nullptr);
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer);
D3D::stateman->SetPixelConstants(
m_pixel_constant_buffer.Get(),
g_ActiveConfig.bEnablePixelLighting ? m_vertex_constant_buffer.Get() : nullptr);
D3D::stateman->SetVertexConstants(m_vertex_constant_buffer.Get());
D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer.Get());
}
} // namespace DX11