D3D: Eliminate redundant ID3D11DeviceChild* casts

This commit is contained in:
Lioncash
2017-09-02 14:22:18 -04:00
parent 1191280e76
commit 64de8a9d0b
12 changed files with 85 additions and 104 deletions

View File

@ -143,18 +143,18 @@ void GeometryShaderCache::Init()
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf,
D3D::SetDebugObjectName(gscbuf,
"geometry shader constant buffer used to emulate the GX pipeline");
// used when drawing clear quads
ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader");
D3D::SetDebugObjectName(ClearGeometryShader, "clear geometry shader");
// used for buffer copy
CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
D3D::SetDebugObjectName(CopyGeometryShader, "copy geometry shader");
Clear();