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

@ -4,18 +4,15 @@
#pragma once
#include <d3d11.h>
#include <array>
#include <atomic>
#include <memory>
#include <vector>
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VertexManagerBase.h"
struct ID3D11Buffer;
namespace DX11
{
class D3DVertexFormat : public NativeVertexFormat
@ -60,16 +57,16 @@ private:
bool MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE& sr);
ID3D11Buffer* m_buffers[BUFFER_COUNT] = {};
ComPtr<ID3D11Buffer> m_buffers[BUFFER_COUNT] = {};
u32 m_current_buffer = 0;
u32 m_buffer_cursor = 0;
ID3D11Buffer* m_vertex_constant_buffer = nullptr;
ID3D11Buffer* m_geometry_constant_buffer = nullptr;
ID3D11Buffer* m_pixel_constant_buffer = nullptr;
ComPtr<ID3D11Buffer> m_vertex_constant_buffer = nullptr;
ComPtr<ID3D11Buffer> m_geometry_constant_buffer = nullptr;
ComPtr<ID3D11Buffer> m_pixel_constant_buffer = nullptr;
ID3D11Buffer* m_texel_buffer = nullptr;
std::array<ID3D11ShaderResourceView*, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views;
ComPtr<ID3D11Buffer> m_texel_buffer = nullptr;
std::array<ComPtr<ID3D11ShaderResourceView>, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views;
u32 m_texel_buffer_offset = 0;
};