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

@ -33,11 +33,12 @@ public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(DSTALPHA_MODE dstAlphaMode, u32 components); // TODO: Should be renamed to LoadShader
static bool LoadShader(DSTALPHA_MODE dstAlphaMode, u32 components);
static bool InsertByteCode(const PIXELSHADERUID &uid, const void* bytecode, unsigned int bytecodelen);
static ID3D11PixelShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer* &GetConstantBuffer();
static SharedPtr<ID3D11PixelShader> GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer*const& GetConstantBuffer();
static ID3D11PixelShader* GetColorMatrixProgram(bool multisampled);
static ID3D11PixelShader* GetColorCopyProgram(bool multisampled);
@ -51,11 +52,10 @@ public:
private:
struct PSCacheEntry
{
ID3D11PixelShader* shader;
SharedPtr<ID3D11PixelShader> shader;
int frameCount;
PSCacheEntry() : shader(NULL), frameCount(0) {}
void Destroy() { SAFE_RELEASE(shader); }
PSCacheEntry() : frameCount(0) {}
};
typedef std::map<PIXELSHADERUID, PSCacheEntry> PSCache;