DX11: Introduce a D3DBlob class.

Advantages:
- easier to use
- drops our dependence on d3d10.lib, without depending on the June 2010 DX SDK
- makes finding unreleased buffers easier
- possibly more ;P


git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5728 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2010-06-16 23:25:19 +00:00
parent b63e15e412
commit 4f339ebc82
11 changed files with 181 additions and 72 deletions

View File

@ -41,17 +41,17 @@ public:
static ID3D11InputLayout* GetSimpleInputLayout();
static ID3D11InputLayout* GetClearInputLayout();
static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, ID3D10Blob* bcodeblob);
static bool VertexShaderCache::InsertByteCode(const VERTEXSHADERUID &uid, D3DBlob* bcodeblob);
private:
struct VSCacheEntry
{
ID3D11VertexShader* shader;
ID3D10Blob* bytecode; // needed to initialize the input layout
D3DBlob* bytecode; // needed to initialize the input layout
int frameCount;
VSCacheEntry() : shader(NULL), bytecode(NULL), frameCount(0) {}
void SetByteCode(ID3D10Blob* blob)
void SetByteCode(D3DBlob* blob)
{
if (bytecode) bytecode->Release();
bytecode = blob;