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TextureCache: Refactor with smart pointers
The whole ownership model was getting a bit of a mess, with a some of special cases to deal with. And I'm planning to make it even more complex in the future. So here is some upfront work to convert it over to reference counted pointers.
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parent
c1fd4a2013
commit
606c18210d
14 changed files with 248 additions and 276 deletions
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@ -127,18 +127,6 @@ bool VideoSoftware::Initialize(const WindowSystemInfo& wsi)
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void VideoSoftware::Shutdown()
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{
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if (g_shader_cache)
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g_shader_cache->Shutdown();
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if (g_renderer)
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g_renderer->Shutdown();
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g_texture_cache.reset();
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g_perf_query.reset();
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g_framebuffer_manager.reset();
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g_shader_cache.reset();
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g_vertex_manager.reset();
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g_renderer.reset();
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ShutdownShared();
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}
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} // namespace SW
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@ -19,7 +19,7 @@ protected:
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TextureEncoder::Encode(dst, params, native_width, bytes_per_row, num_blocks_y, memory_stride,
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src_rect, scale_by_half, y_scale, gamma);
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}
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void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
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void CopyEFBToCacheEntry(RcTcacheEntry& entry, bool is_depth_copy,
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const MathUtil::Rectangle<int>& src_rect, bool scale_by_half,
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bool linear_filter, EFBCopyFormat dst_format, bool is_intensity,
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float gamma, bool clamp_top, bool clamp_bottom,
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