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

@ -19,9 +19,7 @@
#include <stack>
struct ID3D11BlendState;
struct ID3D11DepthStencilState;
struct ID3D11RasterizerState;
#include "D3DUtil.h"
namespace DX11
{
@ -29,37 +27,35 @@ namespace DX11
namespace D3D
{
template<typename T> class AutoState
{
public:
AutoState(const T* object);
AutoState(const AutoState<T> &source);
~AutoState();
const inline T* GetPtr() const { return state; }
private:
const T* state;
};
typedef AutoState<ID3D11BlendState> AutoBlendState;
typedef AutoState<ID3D11DepthStencilState> AutoDepthStencilState;
typedef AutoState<ID3D11RasterizerState> AutoRasterizerState;
typedef SharedPtr<ID3D11BlendState> AutoBlendState;
typedef SharedPtr<ID3D11DepthStencilState> AutoDepthStencilState;
typedef SharedPtr<ID3D11RasterizerState> AutoRasterizerState;
class StateManager
{
public:
StateManager();
// call any of these to change the affected states
void PushBlendState(const ID3D11BlendState* state);
void PushDepthState(const ID3D11DepthStencilState* state);
void PushRasterizerState(const ID3D11RasterizerState* state);
void PushBlendState(const AutoBlendState& state)
{
blendstates.push(state);
}
void PushDepthState(ID3D11DepthStencilState* state)
{
state->AddRef();
depthstates.push(AutoDepthStencilState::FromPtr(state));
}
void PushRasterizerState(ID3D11RasterizerState* state)
{
state->AddRef();
raststates.push(AutoRasterizerState::FromPtr(state));
}
// call these after drawing
void PopBlendState();
void PopDepthState();
void PopRasterizerState();
void PopBlendState() { blendstates.pop(); }
void PopDepthState() { depthstates.pop(); }
void PopRasterizerState() { raststates.pop(); }
// call this before any drawing operation if states could have changed meanwhile
void Apply();
@ -68,12 +64,9 @@ private:
std::stack<AutoBlendState> blendstates;
std::stack<AutoDepthStencilState> depthstates;
std::stack<AutoRasterizerState> raststates;
ID3D11BlendState* cur_blendstate;
ID3D11DepthStencilState* cur_depthstate;
ID3D11RasterizerState* cur_raststate;
};
extern StateManager* stateman;
extern std::unique_ptr<StateManager> stateman;
} // namespace