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DX11:
Fix all remaining window resizing issues. Implement screenshot functionality (doesn't seem to work completely, yet). Assign debug names to (hopefully) all remaining device objects. Flush the GPU's command buffer in Close() to make the ReportLiveDeviceObjects output clearer. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5730 8ced0084-cf51-0410-be5f-012b33b47a6e
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49674400e0
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10 changed files with 84 additions and 25 deletions
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@ -257,7 +257,13 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
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D3D11_USAGE usage = (TexLevels == 1) ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
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if (!skip_texture_create)
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{
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if (usage == D3D11_USAGE_DYNAMIC) entry.texture = D3DTexture2D::Create(width, height, D3D11_BIND_SHADER_RESOURCE, usage, d3d_fmt, TexLevels);
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// TODO: A little more verbosity in the debug names would be quite helpful..
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if (usage == D3D11_USAGE_DYNAMIC)
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{
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entry.texture = D3DTexture2D::Create(width, height, D3D11_BIND_SHADER_RESOURCE, usage, d3d_fmt, TexLevels);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetTex(), "a (dynamic) texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetSRV(), "shader resource view of a (dynamic) texture of the TextureCache");
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}
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else // need to use default textures
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{
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ID3D11Texture2D* pTexture = NULL;
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@ -276,6 +282,8 @@ TextureCache::TCacheEntry* TextureCache::Load(unsigned int stage, u32 address, u
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}
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// we only need the shader resource view
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entry.texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetTex(), "a (static) texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)entry.texture->GetSRV(), "shader resource view of a (static) texture of the TextureCache");
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pTexture->Release();
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}
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if (entry.texture == NULL) PanicAlert("Failed to create texture at %s %d\n", __FILE__, __LINE__);
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