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D3D/Render: Get rid of unnecessary casts
This commit is contained in:
@ -102,13 +102,13 @@ static void SetupDeviceObjects()
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[2]);
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hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[2]);
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CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
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CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_clear_depth_states[0],
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D3D::SetDebugObjectName(s_clear_depth_states[0],
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"depth state for Renderer::ClearScreen (depth buffer disabled)");
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"depth state for Renderer::ClearScreen (depth buffer disabled)");
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D3D::SetDebugObjectName(
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D3D::SetDebugObjectName(
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(ID3D11DeviceChild*)s_clear_depth_states[1],
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s_clear_depth_states[1],
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"depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
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"depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
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D3D::SetDebugObjectName(
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D3D::SetDebugObjectName(
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(ID3D11DeviceChild*)s_clear_depth_states[2],
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s_clear_depth_states[2],
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"depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
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"depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
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D3D11_BLEND_DESC blenddesc;
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D3D11_BLEND_DESC blenddesc;
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@ -124,8 +124,7 @@ static void SetupDeviceObjects()
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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hr = D3D::device->CreateBlendState(&blenddesc, &s_reset_blend_state);
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hr = D3D::device->CreateBlendState(&blenddesc, &s_reset_blend_state);
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CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState");
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CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_reset_blend_state,
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D3D::SetDebugObjectName(s_reset_blend_state, "blend state for Renderer::ResetAPIState");
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"blend state for Renderer::ResetAPIState");
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s_clear_blend_states[0] = s_reset_blend_state;
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s_clear_blend_states[0] = s_reset_blend_state;
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s_reset_blend_state->AddRef();
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s_reset_blend_state->AddRef();
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@ -151,15 +150,13 @@ static void SetupDeviceObjects()
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ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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hr = D3D::device->CreateDepthStencilState(&ddesc, &s_reset_depth_state);
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hr = D3D::device->CreateDepthStencilState(&ddesc, &s_reset_depth_state);
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CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState");
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CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_reset_depth_state,
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D3D::SetDebugObjectName(s_reset_depth_state, "depth stencil state for Renderer::ResetAPIState");
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"depth stencil state for Renderer::ResetAPIState");
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
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D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
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0, 0.f, 0.f, false, false, false, false);
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0, 0.f, 0.f, false, false, false, false);
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hr = D3D::device->CreateRasterizerState(&rastdesc, &s_reset_rast_state);
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hr = D3D::device->CreateRasterizerState(&rastdesc, &s_reset_rast_state);
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CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState");
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CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_reset_rast_state,
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D3D::SetDebugObjectName(s_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
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"rasterizer state for Renderer::ResetAPIState");
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s_screenshot_texture = nullptr;
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s_screenshot_texture = nullptr;
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}
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}
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@ -197,7 +194,7 @@ static void CreateScreenshotTexture()
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D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
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D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
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HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
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HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
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CHECK(hr == S_OK, "Create screenshot staging texture");
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CHECK(hr == S_OK, "Create screenshot staging texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
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D3D::SetDebugObjectName(s_screenshot_texture, "staging screenshot texture");
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}
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}
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static D3D11_BOX GetScreenshotSourceBox(const TargetRectangle& targetRc)
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static D3D11_BOX GetScreenshotSourceBox(const TargetRectangle& targetRc)
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@ -814,8 +811,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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unsigned int source_width = source_box.right - source_box.left;
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unsigned int source_width = source_box.right - source_box.left;
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unsigned int source_height = source_box.bottom - source_box.top;
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unsigned int source_height = source_box.bottom - source_box.top;
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D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0,
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D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0,
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(ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0,
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D3D::GetBackBuffer()->GetTex(), 0, &source_box);
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&source_box);
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D3D11_MAPPED_SUBRESOURCE map;
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map);
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D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map);
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