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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -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
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@ -19,48 +19,32 @@
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#define _PSTEXTUREENCODER_H
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#include "TextureEncoder.h"
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struct ID3D11Texture2D;
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struct ID3D11RenderTargetView;
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struct ID3D11Buffer;
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struct ID3D11InputLayout;
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struct ID3D11VertexShader;
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struct ID3D11PixelShader;
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struct ID3D11ClassLinkage;
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struct ID3D11ClassInstance;
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struct ID3D11BlendState;
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struct ID3D11DepthStencilState;
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struct ID3D11RasterizerState;
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struct ID3D11SamplerState;
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#include "D3DUtil.h"
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namespace DX11
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{
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class PSTextureEncoder : public TextureEncoder
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{
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public:
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PSTextureEncoder();
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~PSTextureEncoder();
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void Init();
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void Shutdown();
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size_t Encode(u8* dst, unsigned int dstFormat,
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unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity,
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bool scaleByHalf);
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private:
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bool m_ready;
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ID3D11Texture2D* m_out;
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SharedPtr<ID3D11Texture2D> m_out;
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ID3D11RenderTargetView* m_outRTV;
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ID3D11Texture2D* m_outStage;
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ID3D11Buffer* m_encodeParams;
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ID3D11Buffer* m_quad;
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ID3D11VertexShader* m_vShader;
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ID3D11InputLayout* m_quadLayout;
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ID3D11BlendState* m_efbEncodeBlendState;
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SharedPtr<ID3D11Texture2D> m_outStage;
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SharedPtr<ID3D11Buffer> m_encodeParams;
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SharedPtr<ID3D11Buffer> m_quad;
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SharedPtr<ID3D11VertexShader> m_vShader;
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SharedPtr<ID3D11InputLayout> m_quadLayout;
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SharedPtr<ID3D11BlendState> m_efbEncodeBlendState;
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ID3D11DepthStencilState* m_efbEncodeDepthState;
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ID3D11RasterizerState* m_efbEncodeRastState;
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ID3D11SamplerState* m_efbSampler;
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@ -80,7 +64,7 @@ private:
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| (scaleByHalf ? (1<<0) : 0);
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}
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typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;
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typedef std::map<ComboKey, SharedPtr<ID3D11PixelShader>> ComboMap;
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ComboMap m_staticShaders;
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@ -91,7 +75,7 @@ private:
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bool SetDynamicShader(unsigned int dstFormat, unsigned int srcFormat,
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bool isIntensity, bool scaleByHalf);
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ID3D11PixelShader* m_dynamicShader;
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SharedPtr<ID3D11PixelShader> m_dynamicShader;
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ID3D11ClassLinkage* m_classLinkage;
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// Interface slots
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@ -111,7 +95,6 @@ private:
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ID3D11ClassInstance* m_generatorClass[16];
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std::vector<ID3D11ClassInstance*> m_linkageArray;
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};
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}
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