I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7421 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2011-03-30 07:17:23 +00:00
parent c316417a34
commit 3d5d205c73
40 changed files with 1384 additions and 1611 deletions

View File

@ -23,68 +23,150 @@
namespace DX11
{
// simple "smart" pointer which calls AddRef/Release as needed
template <typename T>
class SharedPtr
{
public:
typedef T* pointer;
static SharedPtr FromPtr(pointer ptr)
{
return SharedPtr(ptr);
}
SharedPtr()
: data(nullptr)
{}
SharedPtr(const SharedPtr& other)
: data(NULL)
{
*this = other;
}
SharedPtr& operator=(const SharedPtr& other)
{
if (other.data)
other.data->AddRef();
reset();
data = other.data;
return *this;
}
~SharedPtr()
{
reset();
}
void reset()
{
if (data)
data->Release();
data = nullptr;
}
// returning reference for dx functions needing pointer to pointer
operator pointer const&() const
{
return data;
}
T& operator*() const
{
return *data;
}
// overloading operator& for dx functions needing pointer to pointer
T*const* operator&() const
{
return &data;
}
pointer operator->() const
{
return data;
}
bool operator==(const SharedPtr& other) const
{
return data == other.data;
}
bool operator!=(const SharedPtr& other) const
{
return !(*this == other);
}
private:
explicit SharedPtr(pointer ptr)
: data(ptr)
{}
pointer data;
};
namespace D3D
{
// Font creation flags
#define D3DFONT_BOLD 0x0001
#define D3DFONT_ITALIC 0x0002
// Font rendering flags
#define D3DFONT_CENTERED 0x0001
// Font creation flags
static const u32 D3DFONT_BOLD = 0x0001;
static const u32 D3DFONT_ITALIC = 0x0002;
class CD3DFont
{
ID3D11ShaderResourceView* m_pTexture;
ID3D11Buffer* m_pVB;
ID3D11InputLayout* m_InputLayout;
ID3D11PixelShader* m_pshader;
ID3D11VertexShader* m_vshader;
ID3D11BlendState* m_blendstate;
ID3D11RasterizerState* m_raststate;
const int m_dwTexWidth;
const int m_dwTexHeight;
unsigned int m_LineHeight;
float m_fTexCoords[128-32][4];
// Font rendering flags
static const u32 D3DFONT_CENTERED = 0x0001;
public:
CD3DFont();
// 2D text drawing function
// Initializing and destroying device-dependent objects
int Init();
int Shutdown();
int DrawTextScaled(float x, float y,
float size,
float spacing, u32 dwColor,
const char* strText);
};
class CD3DFont
{
ID3D11ShaderResourceView* m_pTexture;
SharedPtr<ID3D11Buffer> m_pVB;
SharedPtr<ID3D11InputLayout> m_InputLayout;
SharedPtr<ID3D11PixelShader> m_pshader;
SharedPtr<ID3D11VertexShader> m_vshader;
SharedPtr<ID3D11BlendState> m_blendstate;
ID3D11RasterizerState* m_raststate;
const int m_dwTexWidth;
const int m_dwTexHeight;
unsigned int m_LineHeight;
float m_fTexCoords[128-32][4];
extern CD3DFont font;
public:
CD3DFont();
// 2D text drawing function
// Initializing and destroying device-dependent objects
int Init();
int Shutdown();
int DrawTextScaled(float x, float y, float size,
float spacing, u32 dwColor, const char* strText);
};
void InitUtils();
void ShutdownUtils();
extern CD3DFont font;
void SetPointCopySampler();
void SetLinearCopySampler();
void InitUtils();
void ShutdownUtils();
void SetPointCopySampler();
void SetLinearCopySampler();
void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
const D3D11_RECT* rSource,
int SourceWidth, int SourceHeight,
ID3D11PixelShader* PShader, ID3D11VertexShader* VShader,
ID3D11InputLayout* layout, float Gamma = 1.0f);
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
const MathUtil::Rectangle<float>* rSource,
int SourceWidth, int SourceHeight,
const MathUtil::Rectangle<float>* rDest,
ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader,
ID3D11InputLayout* layout, float Gamma = 1.0f);
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
const D3D11_RECT* rSource,
int SourceWidth,
int SourceHeight,
ID3D11PixelShader* PShader,
ID3D11VertexShader* VShader,
ID3D11InputLayout* layout,
float Gamma = 1.0f);
void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
const MathUtil::Rectangle<float>* rSource,
int SourceWidth,
int SourceHeight,
const MathUtil::Rectangle<float>* rDest,
ID3D11PixelShader* PShader,
ID3D11VertexShader* Vshader,
ID3D11InputLayout* layout,
float Gamma = 1.0f);
void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
}
}