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

@ -180,17 +180,17 @@ void DllConfig(void *_hParent)
#if defined(HAVE_WX) && HAVE_WX
InitBackendInfo();
HRESULT hr = D3D::LoadDXGI();
if (SUCCEEDED(hr)) hr = D3D::LoadD3D();
HRESULT hr = DX11::D3D::LoadDXGI();
if (SUCCEEDED(hr)) hr = DX11::D3D::LoadD3D();
if (FAILED(hr))
{
D3D::UnloadDXGI();
DX11::D3D::UnloadDXGI();
return;
}
IDXGIFactory* factory;
IDXGIAdapter* ad;
hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(hr))
PanicAlert("Failed to create IDXGIFactory object");
@ -209,7 +209,7 @@ void DllConfig(void *_hParent)
{
char buf[32];
std::vector<DXGI_SAMPLE_DESC> modes;
D3D::EnumAAModes(ad, modes);
DX11::D3D::EnumAAModes(ad, modes);
for (unsigned int i = 0; i < modes.size(); ++i)
{
if (i == 0) sprintf_s(buf, 32, "None");
@ -229,8 +229,8 @@ void DllConfig(void *_hParent)
diag->ShowModal();
diag->Destroy();
D3D::UnloadDXGI();
D3D::UnloadD3D();
DX11::D3D::UnloadDXGI();
DX11::D3D::UnloadD3D();
#endif
}
@ -279,9 +279,9 @@ void Video_Prepare()
g_renderer = new DX11::Renderer;
g_texture_cache = new DX11::TextureCache;
g_vertex_manager = new DX11::VertexManager;
VertexShaderCache::Init();
PixelShaderCache::Init();
D3D::InitUtils();
DX11::VertexShaderCache::Init();
DX11::PixelShaderCache::Init();
DX11::D3D::InitUtils();
// VideoCommon
BPInit();
@ -316,9 +316,9 @@ void Shutdown()
VertexLoaderManager::Shutdown();
// internal interfaces
D3D::ShutdownUtils();
PixelShaderCache::Shutdown();
VertexShaderCache::Shutdown();
DX11::D3D::ShutdownUtils();
DX11::PixelShaderCache::Shutdown();
DX11::VertexShaderCache::Shutdown();
delete g_vertex_manager;
delete g_texture_cache;
delete g_renderer;