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
This commit is contained in:
Jordan Woyak 2011-03-30 07:17:23 +00:00
parent c316417a34
commit 3d5d205c73
40 changed files with 1384 additions and 1611 deletions

View file

@ -121,9 +121,8 @@ void VideoBackend::ShowConfig(void *_hParent)
if (g_Config.backend_info.Adapters.size() == g_Config.iAdapter)
{
char buf[32];
std::vector<DXGI_SAMPLE_DESC> modes;
DX11::D3D::EnumAAModes(ad, modes);
for (unsigned int i = 0; i < modes.size(); ++i)
auto const modes = DX11::D3D::EnumAAModes(ad);
for (size_t i = 0; i < modes.size(); ++i)
{
if (i == 0) sprintf_s(buf, 32, "None");
else if (modes[i].Quality) sprintf_s(buf, 32, "%d samples (quality level %d)", modes[i].Count, modes[i].Quality);