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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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@ -23,6 +23,7 @@
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#include "FramebufferManagerBase.h"
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#include "D3DTexture.h"
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#include "XFBEncoder.h"
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namespace DX11 {
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@ -60,15 +61,16 @@ namespace DX11 {
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struct XFBSource : public XFBSourceBase
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{
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XFBSource(D3DTexture2D *_tex) : tex(_tex) {}
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~XFBSource() { tex->Release(); }
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XFBSource(std::unique_ptr<D3DTexture2D>&& _tex)
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: tex(std::move(_tex))
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{}
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void Draw(const MathUtil::Rectangle<float> &sourcerc,
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const MathUtil::Rectangle<float> &drawrc, int width, int height) const;
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void DecodeToTexture(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
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void CopyEFB(float Gamma);
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D3DTexture2D* const tex;
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std::unique_ptr<D3DTexture2D> const tex;
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};
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class FramebufferManager : public FramebufferManagerBase
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@ -77,22 +79,21 @@ public:
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FramebufferManager();
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~FramebufferManager();
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static D3DTexture2D* &GetEFBColorTexture();
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static ID3D11Texture2D* &GetEFBColorStagingBuffer();
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static D3DTexture2D* GetEFBColorTexture() { return m_efb.color_tex.get(); }
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static ID3D11Texture2D* GetEFBColorStagingBuffer() { return m_efb.color_staging_buf; }
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static D3DTexture2D* &GetEFBDepthTexture();
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static D3DTexture2D* &GetEFBDepthReadTexture();
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static ID3D11Texture2D* &GetEFBDepthStagingBuffer();
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static D3DTexture2D* GetEFBDepthTexture() { return m_efb.depth_tex.get(); }
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static D3DTexture2D* GetEFBDepthReadTexture() { return m_efb.depth_read_texture.get(); }
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static ID3D11Texture2D* GetEFBDepthStagingBuffer() { return m_efb.depth_staging_buf; }
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static D3DTexture2D* &GetResolvedEFBColorTexture();
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static D3DTexture2D* &GetResolvedEFBDepthTexture();
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static D3DTexture2D* GetResolvedEFBColorTexture();
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static D3DTexture2D* GetResolvedEFBDepthTexture();
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static D3DTexture2D* &GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
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static D3DTexture2D* GetEFBColorTempTexture() { return m_efb.color_temp_tex.get(); }
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static void SwapReinterpretTexture()
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{
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D3DTexture2D* swaptex = GetEFBColorTempTexture();
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m_efb.color_temp_tex = GetEFBColorTexture();
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m_efb.color_tex = swaptex;
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std::swap(m_efb.color_temp_tex, m_efb.color_tex);
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}
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private:
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@ -103,18 +104,20 @@ private:
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static struct Efb
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{
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D3DTexture2D* color_tex;
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ID3D11Texture2D* color_staging_buf;
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std::unique_ptr<D3DTexture2D> color_tex;
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SharedPtr<ID3D11Texture2D> color_staging_buf;
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D3DTexture2D* depth_tex;
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ID3D11Texture2D* depth_staging_buf;
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D3DTexture2D* depth_read_texture;
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std::unique_ptr<D3DTexture2D> depth_tex;
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SharedPtr<ID3D11Texture2D> depth_staging_buf;
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std::unique_ptr<D3DTexture2D> depth_read_texture;
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D3DTexture2D* color_temp_tex;
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std::unique_ptr<D3DTexture2D> color_temp_tex;
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D3DTexture2D* resolved_color_tex;
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D3DTexture2D* resolved_depth_tex;
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std::unique_ptr<D3DTexture2D> resolved_color_tex;
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std::unique_ptr<D3DTexture2D> resolved_depth_tex;
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} m_efb;
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XFBEncoder m_xfbEncoder;
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};
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} // namespace DX11
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