Put some stuff in the gfx plugins into namespaces, so that the symbols won't collide if someone decides to merge the gfx plugins into dolphin too. still more things left to do though.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6972 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2011-01-29 20:16:51 +00:00
parent fb35a83d2c
commit 7f97ce79bb
55 changed files with 531 additions and 329 deletions

View File

@ -27,7 +27,7 @@ class D3DVertexFormat : public NativeVertexFormat
D3D11_INPUT_ELEMENT_DESC m_elems[32];
UINT m_num_elems;
D3DBlob* m_vs_bytecode;
DX11::D3DBlob* m_vs_bytecode;
ID3D11InputLayout* m_layout;
public:
@ -141,17 +141,17 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
void D3DVertexFormat::SetupVertexPointers()
{
if (m_vs_bytecode != VertexShaderCache::GetActiveShaderBytecode())
if (m_vs_bytecode != DX11::VertexShaderCache::GetActiveShaderBytecode())
{
SAFE_RELEASE(m_vs_bytecode);
SAFE_RELEASE(m_layout);
m_vs_bytecode = VertexShaderCache::GetActiveShaderBytecode();
m_vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
m_vs_bytecode->AddRef();
HRESULT hr = D3D::device->CreateInputLayout(m_elems, m_num_elems, m_vs_bytecode->Data(), m_vs_bytecode->Size(), &m_layout);
HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems, m_num_elems, m_vs_bytecode->Data(), m_vs_bytecode->Size(), &m_layout);
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
}
D3D::context->IASetInputLayout(m_layout);
DX11::D3D::context->IASetInputLayout(m_layout);
}