Committing some cleanups by avindra:

- fix numerous warnings
- make some variables unsigned
- remove redundant code and header inclusions
- make code more compact in lots of cases

Committing some additional changes by myself:
- additional header cleanups
- cleanup DX11 initialization/shutdown process (hinted at by avindra)
- Remove the cgD3D9 stuff from Externals since it's no longer needed

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5903 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
NeoBrainX
2010-07-18 10:11:34 +00:00
parent b0041f00a3
commit da4c3a5f29
17 changed files with 73 additions and 417 deletions

View File

@ -229,15 +229,9 @@ static const D3D11_TEXTURE_ADDRESS_MODE d3dClamps[4] =
void SetupDeviceObjects()
{
HRESULT hr;
D3D::font.Init();
VertexLoaderManager::Init();
FBManager.Create();
VertexShaderManager::Dirty();
PixelShaderManager::Dirty();
HRESULT hr;
float colmat[20]= {0.0f};
colmat[0] = colmat[5] = colmat[10] = 1.0f;
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(20*sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
@ -284,7 +278,6 @@ void SetupDeviceObjects()
CHECK(hr==S_OK, "Create blend state for Renderer::ResetAPIState");
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetblendstate, "blend state for Renderer::ResetAPIState");
// TODO: For some reason this overwrites existing resource private data...
ddesc.DepthEnable = FALSE;
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
ddesc.DepthFunc = D3D11_COMPARISON_LESS;
@ -304,15 +297,7 @@ void SetupDeviceObjects()
void TeardownDeviceObjects()
{
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
FBManager.Destroy();
D3D::font.Shutdown();
TextureCache::Invalidate(false);
VertexManager::DestroyDeviceObjects();
VertexLoaderManager::Shutdown();
VertexShaderCache::Clear();
PixelShaderCache::Clear();
SAFE_RELEASE(access_efb_cbuf);
SAFE_RELEASE(cleardepthstates[0]);
SAFE_RELEASE(cleardepthstates[1]);