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D3D: Eliminate redundant ID3D11DeviceChild* casts
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@ -249,7 +249,7 @@ int CD3DFont::Init()
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PanicAlert("Failed to create font texture");
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return hr;
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}
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D3D::SetDebugObjectName((ID3D11DeviceChild*)buftex, "texture of a CD3DFont object");
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D3D::SetDebugObjectName(buftex, "texture of a CD3DFont object");
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// Lock the surface and write the alpha values for the set pixels
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D3D11_MAPPED_SUBRESOURCE texmap;
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@ -284,7 +284,7 @@ int CD3DFont::Init()
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m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader);
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if (m_pshader == nullptr)
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PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pshader, "pixel shader of a CD3DFont object");
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D3D::SetDebugObjectName(m_pshader, "pixel shader of a CD3DFont object");
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D3DBlob* vsbytecode;
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D3D::CompileVertexShader(fontvertshader, &vsbytecode);
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@ -293,7 +293,7 @@ int CD3DFont::Init()
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m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode);
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if (m_vshader == nullptr)
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PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vshader, "vertex shader of a CD3DFont object");
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D3D::SetDebugObjectName(m_vshader, "vertex shader of a CD3DFont object");
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const D3D11_INPUT_ELEMENT_DESC desc[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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@ -319,13 +319,13 @@ int CD3DFont::Init()
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blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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hr = D3D::device->CreateBlendState(&blenddesc, &m_blendstate);
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CHECK(hr == S_OK, "Create font blend state");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_blendstate, "blend state of a CD3DFont object");
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D3D::SetDebugObjectName(m_blendstate, "blend state of a CD3DFont object");
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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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hr = D3D::device->CreateRasterizerState(&rastdesc, &m_raststate);
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CHECK(hr == S_OK, "Create font rasterizer state");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object");
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D3D::SetDebugObjectName(m_raststate, "rasterizer state of a CD3DFont object");
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D3D11_BUFFER_DESC vbdesc =
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CD3D11_BUFFER_DESC(MAX_NUM_VERTICES * sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER,
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@ -335,7 +335,7 @@ int CD3DFont::Init()
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PanicAlert("Failed to create font vertex buffer at %s, line %d\n", __FILE__, __LINE__);
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return hr;
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}
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pVB, "vertex buffer of a CD3DFont object");
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D3D::SetDebugObjectName(m_pVB, "vertex buffer of a CD3DFont object");
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return S_OK;
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}
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@ -521,7 +521,7 @@ void InitUtils()
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if (FAILED(hr))
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PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
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else
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SetDebugObjectName((ID3D11DeviceChild*)point_copy_sampler, "point copy sampler state");
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SetDebugObjectName(point_copy_sampler, "point copy sampler state");
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samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_BORDER,
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D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1,
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@ -530,7 +530,7 @@ void InitUtils()
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if (FAILED(hr))
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PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
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else
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SetDebugObjectName((ID3D11DeviceChild*)linear_copy_sampler, "linear copy sampler state");
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SetDebugObjectName(linear_copy_sampler, "linear copy sampler state");
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// cached data used to avoid unnecessarily reloading the vertex buffers
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memset(&tex_quad_data, 0, sizeof(tex_quad_data));
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