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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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@ -20,47 +20,32 @@
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#include "VideoCommon.h"
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struct ID3D11Texture2D;
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struct ID3D11RenderTargetView;
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struct ID3D11Buffer;
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struct ID3D11VertexShader;
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struct ID3D11PixelShader;
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struct ID3D11InputLayout;
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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 XFBEncoder
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{
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public:
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XFBEncoder();
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void Init();
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void Shutdown();
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~XFBEncoder();
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void Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcRect, float gamma);
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private:
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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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ID3D11PixelShader* m_pShader;
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ID3D11BlendState* m_xfbEncodeBlendState;
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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<ID3D11PixelShader> m_pShader;
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SharedPtr<ID3D11BlendState> m_xfbEncodeBlendState;
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ID3D11DepthStencilState* m_xfbEncodeDepthState;
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ID3D11RasterizerState* m_xfbEncodeRastState;
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ID3D11SamplerState* m_efbSampler;
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};
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}
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