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I think clean up DX11 code a bit. Used "smart" pointers to avoid need to manually AddRef/Release in many places. Eliminated the D3DBlob class (replaced with just D3D10CreateBlob). Eliminated some Init/Shutdown functions (moved stuff into ctors/dtors). This should not affect behavior at all, only code maintainability.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7421 8ced0084-cf51-0410-be5f-012b33b47a6e
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c316417a34
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40 changed files with 1384 additions and 1611 deletions
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@ -29,7 +29,7 @@ void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned
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if (usage == D3D11_USAGE_DYNAMIC || usage == D3D11_USAGE_STAGING)
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{
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map);
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D3D::g_context->Map(pTexture, level, D3D11_MAP_WRITE_DISCARD, 0, &map);
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if (4 * pitch == map.RowPitch)
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{
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memcpy(map.pData, buffer, map.RowPitch * height);
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@ -39,63 +39,43 @@ void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned
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for (unsigned int y = 0; y < height; ++y)
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memcpy((u8*)map.pData + y * map.RowPitch, (u32*)buffer + y * pitch, 4 * pitch);
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}
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D3D::context->Unmap(pTexture, level);
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D3D::g_context->Unmap(pTexture, level);
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}
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else
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{
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D3D11_BOX dest_region = CD3D11_BOX(0, 0, 0, width, height, 1);
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D3D::context->UpdateSubresource(pTexture, level, &dest_region, buffer, 4*pitch, 4*pitch*height);
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D3D::g_context->UpdateSubresource(pTexture, level, &dest_region, buffer, 4*pitch, 4*pitch*height);
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}
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}
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} // namespace
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D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels)
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std::unique_ptr<D3DTexture2D> D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind,
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D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels)
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{
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ID3D11Texture2D* pTexture = NULL;
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HRESULT hr;
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D3D11_CPU_ACCESS_FLAG cpuflags;
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if (usage == D3D11_USAGE_STAGING) cpuflags = (D3D11_CPU_ACCESS_FLAG)((int)D3D11_CPU_ACCESS_WRITE|(int)D3D11_CPU_ACCESS_READ);
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else if (usage == D3D11_USAGE_DYNAMIC) cpuflags = D3D11_CPU_ACCESS_WRITE;
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else cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
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D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, 1, levels, bind, usage, cpuflags);
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hr = D3D::device->CreateTexture2D(&texdesc, NULL, &pTexture);
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if (FAILED(hr))
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if (usage == D3D11_USAGE_STAGING)
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cpuflags = (D3D11_CPU_ACCESS_FLAG)(D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ);
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else if (usage == D3D11_USAGE_DYNAMIC)
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cpuflags = D3D11_CPU_ACCESS_WRITE;
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else
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cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
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const D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, 1, levels, bind, usage, cpuflags);
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auto texture = CreateTexture2DShared(&texdesc, NULL);
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if (!texture)
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{
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PanicAlert("Failed to create texture at %s, line %d: hr=%#x\n", __FILE__, __LINE__, hr);
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PanicAlert("Failed to create texture at %s, line %d\n", __FILE__, __LINE__);
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return NULL;
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}
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D3DTexture2D* ret = new D3DTexture2D(pTexture, bind);
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SAFE_RELEASE(pTexture);
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return ret;
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return std::unique_ptr<D3DTexture2D>(new D3DTexture2D(texture, bind));
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}
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void D3DTexture2D::AddRef()
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{
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++ref;
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}
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UINT D3DTexture2D::Release()
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{
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--ref;
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if (ref == 0)
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{
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delete this;
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return 0;
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}
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return ref;
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}
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ID3D11Texture2D* &D3DTexture2D::GetTex() { return tex; }
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ID3D11ShaderResourceView* &D3DTexture2D::GetSRV() { return srv; }
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ID3D11RenderTargetView* &D3DTexture2D::GetRTV() { return rtv; }
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ID3D11DepthStencilView* &D3DTexture2D::GetDSV() { return dsv; }
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D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
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DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled)
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: ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL)
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D3DTexture2D::D3DTexture2D(SharedPtr<ID3D11Texture2D> texptr, D3D11_BIND_FLAG bind,
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DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled)
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: ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL)
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{
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D3D11_SRV_DIMENSION srv_dim = multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
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D3D11_DSV_DIMENSION dsv_dim = multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
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@ -103,10 +83,12 @@ D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
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D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = CD3D11_SHADER_RESOURCE_VIEW_DESC(srv_dim, srv_format);
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D3D11_DEPTH_STENCIL_VIEW_DESC dsv_desc = CD3D11_DEPTH_STENCIL_VIEW_DESC(dsv_dim, dsv_format);
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D3D11_RENDER_TARGET_VIEW_DESC rtv_desc = CD3D11_RENDER_TARGET_VIEW_DESC(rtv_dim, rtv_format);
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if (bind & D3D11_BIND_SHADER_RESOURCE) D3D::device->CreateShaderResourceView(tex, &srv_desc, &srv);
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if (bind & D3D11_BIND_RENDER_TARGET) D3D::device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
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if (bind & D3D11_BIND_DEPTH_STENCIL) D3D::device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
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tex->AddRef();
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if (bind & D3D11_BIND_SHADER_RESOURCE)
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D3D::g_device->CreateShaderResourceView(tex, &srv_desc, &srv);
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if (bind & D3D11_BIND_RENDER_TARGET)
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D3D::g_device->CreateRenderTargetView(tex, &rtv_desc, &rtv);
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if (bind & D3D11_BIND_DEPTH_STENCIL)
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D3D::g_device->CreateDepthStencilView(tex, &dsv_desc, &dsv);
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}
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D3DTexture2D::~D3DTexture2D()
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@ -114,7 +96,6 @@ D3DTexture2D::~D3DTexture2D()
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SAFE_RELEASE(srv);
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SAFE_RELEASE(rtv);
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SAFE_RELEASE(dsv);
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SAFE_RELEASE(tex);
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}
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} // namespace DX11
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