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D3D11: Use ComPtr smart pointer where possible
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@ -4,18 +4,15 @@
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#pragma once
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#include <d3d11.h>
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#include <array>
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#include <atomic>
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#include <memory>
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#include <vector>
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/VertexManagerBase.h"
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struct ID3D11Buffer;
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namespace DX11
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{
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class D3DVertexFormat : public NativeVertexFormat
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@ -60,16 +57,16 @@ private:
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bool MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE& sr);
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ID3D11Buffer* m_buffers[BUFFER_COUNT] = {};
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ComPtr<ID3D11Buffer> m_buffers[BUFFER_COUNT] = {};
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u32 m_current_buffer = 0;
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u32 m_buffer_cursor = 0;
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ID3D11Buffer* m_vertex_constant_buffer = nullptr;
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ID3D11Buffer* m_geometry_constant_buffer = nullptr;
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ID3D11Buffer* m_pixel_constant_buffer = nullptr;
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ComPtr<ID3D11Buffer> m_vertex_constant_buffer = nullptr;
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ComPtr<ID3D11Buffer> m_geometry_constant_buffer = nullptr;
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ComPtr<ID3D11Buffer> m_pixel_constant_buffer = nullptr;
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ID3D11Buffer* m_texel_buffer = nullptr;
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std::array<ID3D11ShaderResourceView*, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views;
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ComPtr<ID3D11Buffer> m_texel_buffer = nullptr;
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std::array<ComPtr<ID3D11ShaderResourceView>, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views;
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u32 m_texel_buffer_offset = 0;
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};
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