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VertexManagerBase: Make CreateNativeVertexFormat return a unique_ptr
Much safer as opposed to just returning raw allocated memory.
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82734fffaa
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1fa81f24d3
15 changed files with 36 additions and 21 deletions
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@ -27,10 +27,10 @@ private:
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ID3D11InputLayout* m_layout = nullptr;
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};
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NativeVertexFormat*
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std::unique_ptr<NativeVertexFormat>
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VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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return new D3DVertexFormat(vtx_decl);
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return std::make_unique<D3DVertexFormat>(vtx_decl);
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}
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static const DXGI_FORMAT d3d_format_lookup[5 * 4 * 2] = {
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@ -4,6 +4,7 @@
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#pragma once
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#include <memory>
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#include "VideoCommon/VertexManagerBase.h"
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struct ID3D11Buffer;
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@ -16,7 +17,9 @@ public:
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VertexManager();
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~VertexManager();
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NativeVertexFormat* CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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std::unique_ptr<NativeVertexFormat>
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CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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