mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-22 22:00:39 -06:00
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:
@ -23,68 +23,150 @@
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namespace DX11
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{
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// simple "smart" pointer which calls AddRef/Release as needed
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template <typename T>
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class SharedPtr
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{
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public:
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typedef T* pointer;
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static SharedPtr FromPtr(pointer ptr)
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{
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return SharedPtr(ptr);
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}
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SharedPtr()
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: data(nullptr)
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{}
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SharedPtr(const SharedPtr& other)
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: data(NULL)
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{
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*this = other;
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}
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SharedPtr& operator=(const SharedPtr& other)
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{
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if (other.data)
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other.data->AddRef();
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reset();
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data = other.data;
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return *this;
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}
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~SharedPtr()
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{
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reset();
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}
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void reset()
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{
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if (data)
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data->Release();
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data = nullptr;
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}
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// returning reference for dx functions needing pointer to pointer
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operator pointer const&() const
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{
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return data;
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}
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T& operator*() const
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{
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return *data;
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}
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// overloading operator& for dx functions needing pointer to pointer
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T*const* operator&() const
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{
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return &data;
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}
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pointer operator->() const
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{
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return data;
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}
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bool operator==(const SharedPtr& other) const
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{
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return data == other.data;
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}
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bool operator!=(const SharedPtr& other) const
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{
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return !(*this == other);
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}
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private:
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explicit SharedPtr(pointer ptr)
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: data(ptr)
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{}
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pointer data;
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};
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namespace D3D
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{
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// Font creation flags
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#define D3DFONT_BOLD 0x0001
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#define D3DFONT_ITALIC 0x0002
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// Font rendering flags
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#define D3DFONT_CENTERED 0x0001
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// Font creation flags
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static const u32 D3DFONT_BOLD = 0x0001;
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static const u32 D3DFONT_ITALIC = 0x0002;
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class CD3DFont
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{
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ID3D11ShaderResourceView* m_pTexture;
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ID3D11Buffer* m_pVB;
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ID3D11InputLayout* m_InputLayout;
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ID3D11PixelShader* m_pshader;
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ID3D11VertexShader* m_vshader;
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ID3D11BlendState* m_blendstate;
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ID3D11RasterizerState* m_raststate;
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const int m_dwTexWidth;
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const int m_dwTexHeight;
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unsigned int m_LineHeight;
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float m_fTexCoords[128-32][4];
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// Font rendering flags
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static const u32 D3DFONT_CENTERED = 0x0001;
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public:
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CD3DFont();
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// 2D text drawing function
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// Initializing and destroying device-dependent objects
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int Init();
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int Shutdown();
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int DrawTextScaled(float x, float y,
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float size,
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float spacing, u32 dwColor,
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const char* strText);
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};
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class CD3DFont
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{
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ID3D11ShaderResourceView* m_pTexture;
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SharedPtr<ID3D11Buffer> m_pVB;
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SharedPtr<ID3D11InputLayout> m_InputLayout;
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SharedPtr<ID3D11PixelShader> m_pshader;
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SharedPtr<ID3D11VertexShader> m_vshader;
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SharedPtr<ID3D11BlendState> m_blendstate;
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ID3D11RasterizerState* m_raststate;
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const int m_dwTexWidth;
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const int m_dwTexHeight;
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unsigned int m_LineHeight;
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float m_fTexCoords[128-32][4];
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extern CD3DFont font;
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public:
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CD3DFont();
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// 2D text drawing function
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// Initializing and destroying device-dependent objects
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int Init();
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int Shutdown();
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int DrawTextScaled(float x, float y, float size,
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float spacing, u32 dwColor, const char* strText);
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};
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void InitUtils();
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void ShutdownUtils();
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extern CD3DFont font;
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void SetPointCopySampler();
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void SetLinearCopySampler();
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void InitUtils();
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void ShutdownUtils();
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void SetPointCopySampler();
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void SetLinearCopySampler();
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void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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const D3D11_RECT* rSource,
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int SourceWidth, int SourceHeight,
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ID3D11PixelShader* PShader, ID3D11VertexShader* VShader,
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ID3D11InputLayout* layout, float Gamma = 1.0f);
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void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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const MathUtil::Rectangle<float>* rSource,
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int SourceWidth, int SourceHeight,
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const MathUtil::Rectangle<float>* rDest,
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ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader,
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ID3D11InputLayout* layout, float Gamma = 1.0f);
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void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
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void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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const D3D11_RECT* rSource,
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int SourceWidth,
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int SourceHeight,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* VShader,
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ID3D11InputLayout* layout,
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float Gamma = 1.0f);
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void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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const MathUtil::Rectangle<float>* rSource,
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int SourceWidth,
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int SourceHeight,
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const MathUtil::Rectangle<float>* rDest,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* Vshader,
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ID3D11InputLayout* layout,
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float Gamma = 1.0f);
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void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexShader* Vshader, ID3D11InputLayout* layout);
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
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}
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}
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