mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
2ed61b0ee1
We (the Microsoft C++ team) use the dolphin project as part of our "Real world code" tests. I noticed a few issues in windows specific code when building dolphin with the MSVC compiler in its conformance mode (/permissive-). For more information on /permissive- see our blog https://blogs.msdn.microsoft.com/vcblog/2016/11/16/permissive-switch/. These changes are to address 3 different types of issues: 1) Use of qualified names in member declarations struct A { void A::f() { } // error C4596: illegal qualified name in member declaration // remove redundant 'A::' to fix }; 2) Binding a non-const reference to a temporary struct S{}; // If arg is in 'in' parameter, then it should be made const. void func(S& arg){} int main() { //error C2664: 'void func(S &)': cannot convert argument 1 from 'S' to 'S &' //note: A non-const reference may only be bound to an lvalue func( S() ); //Work around this by creating a local, and using it to call the function S s; func( s ); } 3) Add missing #include <intrin.h> Because of the workaround you are using in the code you will need to include this. This is because of changes in the libraries and not /permissive-
62 lines
1.5 KiB
C++
62 lines
1.5 KiB
C++
// Copyright 2008 Dolphin Emulator Project
|
|
// Licensed under GPLv2+
|
|
// Refer to the license.txt file included.
|
|
|
|
#pragma once
|
|
|
|
#include <map>
|
|
|
|
#include "VideoBackends/D3D/D3DBase.h"
|
|
#include "VideoBackends/D3D/D3DBlob.h"
|
|
|
|
#include "VideoCommon/VertexShaderGen.h"
|
|
|
|
namespace DX11
|
|
{
|
|
class VertexShaderCache
|
|
{
|
|
public:
|
|
static void Init();
|
|
static void Clear();
|
|
static void Shutdown();
|
|
static bool SetShader(); // TODO: Should be renamed to LoadShader
|
|
|
|
static ID3D11VertexShader* GetActiveShader() { return last_entry->shader; }
|
|
static D3DBlob* GetActiveShaderBytecode() { return last_entry->bytecode; }
|
|
static ID3D11Buffer*& GetConstantBuffer();
|
|
|
|
static ID3D11VertexShader* GetSimpleVertexShader();
|
|
static ID3D11VertexShader* GetClearVertexShader();
|
|
static ID3D11InputLayout* GetSimpleInputLayout();
|
|
static ID3D11InputLayout* GetClearInputLayout();
|
|
|
|
static bool InsertByteCode(const VertexShaderUid& uid, D3DBlob* bcodeblob);
|
|
|
|
private:
|
|
struct VSCacheEntry
|
|
{
|
|
ID3D11VertexShader* shader;
|
|
D3DBlob* bytecode; // needed to initialize the input layout
|
|
|
|
VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
|
|
void SetByteCode(D3DBlob* blob)
|
|
{
|
|
SAFE_RELEASE(bytecode);
|
|
bytecode = blob;
|
|
blob->AddRef();
|
|
}
|
|
void Destroy()
|
|
{
|
|
SAFE_RELEASE(shader);
|
|
SAFE_RELEASE(bytecode);
|
|
}
|
|
};
|
|
typedef std::map<VertexShaderUid, VSCacheEntry> VSCache;
|
|
|
|
static VSCache vshaders;
|
|
static const VSCacheEntry* last_entry;
|
|
static VertexShaderUid last_uid;
|
|
};
|
|
|
|
} // namespace DX11
|