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

@ -17,7 +17,6 @@
// http://code.google.com/p/dolphin-emu/
#include "D3DBase.h"
#include "D3DBlob.h"
#include "NativeVertexFormat.h"
#include "VertexManager.h"
#include "VertexShaderCache.h"
@ -30,12 +29,11 @@ class D3DVertexFormat : public NativeVertexFormat
D3D11_INPUT_ELEMENT_DESC m_elems[32];
UINT m_num_elems;
DX11::D3DBlob* m_vs_bytecode;
ID3D11InputLayout* m_layout;
SharedPtr<ID3D10Blob> m_vs_bytecode;
SharedPtr<ID3D11InputLayout> m_layout;
public:
D3DVertexFormat() : m_num_elems(0), m_vs_bytecode(NULL), m_layout(NULL) {}
~D3DVertexFormat() { SAFE_RELEASE(m_vs_bytecode); SAFE_RELEASE(m_layout); }
D3DVertexFormat() : m_num_elems(0) {}
void Initialize(const PortableVertexDeclaration &_vtx_decl);
void SetupVertexPointers();
@ -141,17 +139,15 @@ void D3DVertexFormat::SetupVertexPointers()
{
if (m_vs_bytecode != DX11::VertexShaderCache::GetActiveShaderBytecode())
{
SAFE_RELEASE(m_vs_bytecode);
SAFE_RELEASE(m_layout);
m_vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
m_vs_bytecode->AddRef();
HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems, m_num_elems, m_vs_bytecode->Data(), m_vs_bytecode->Size(), &m_layout);
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
m_layout = CreateInputLayoutShared(m_elems, m_num_elems,
m_vs_bytecode->GetBufferPointer(), m_vs_bytecode->GetBufferSize());
if (!m_layout)
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
}
DX11::D3D::context->IASetInputLayout(m_layout);
DX11::D3D::g_context->IASetInputLayout(m_layout);
}
} // namespace DX11