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 @@
#define _LINEGEOMETRYSHADER_H
#include "VideoCommon.h"
struct ID3D11Buffer;
struct ID3D11GeometryShader;
#include "D3DUtil.h"
namespace DX11
{
@ -30,27 +28,21 @@ namespace DX11
// vertex format.
class LineGeometryShader
{
public:
LineGeometryShader();
void Init();
void Shutdown();
// Returns true on success, false on failure
bool SetShader(u32 components, float lineWidth, float texOffset,
float vpWidth, float vpHeight);
private:
bool m_ready;
ID3D11Buffer* m_paramsBuffer;
SharedPtr<ID3D11Buffer> m_paramsBuffer;
typedef std::map<u32, ID3D11GeometryShader*> ComboMap;
typedef std::map<u32, SharedPtr<ID3D11GeometryShader>> ComboMap;
ComboMap m_shaders;
};
}