mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-08-09 01:28:57 +00:00
clang-modernize -use-nullptr
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
This commit is contained in:
parent
f28116b7da
commit
d802d39281
292 changed files with 1526 additions and 1526 deletions
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@ -11,29 +11,29 @@
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namespace DX11
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{
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HINSTANCE hD3DCompilerDll = NULL;
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D3DREFLECT PD3DReflect = NULL;
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pD3DCompile PD3DCompile = NULL;
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HINSTANCE hD3DCompilerDll = nullptr;
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D3DREFLECT PD3DReflect = nullptr;
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pD3DCompile PD3DCompile = nullptr;
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int d3dcompiler_dll_ref = 0;
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CREATEDXGIFACTORY PCreateDXGIFactory = NULL;
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HINSTANCE hDXGIDll = NULL;
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CREATEDXGIFACTORY PCreateDXGIFactory = nullptr;
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HINSTANCE hDXGIDll = nullptr;
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int dxgi_dll_ref = 0;
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typedef HRESULT (WINAPI* D3D11CREATEDEVICEANDSWAPCHAIN)(IDXGIAdapter*, D3D_DRIVER_TYPE, HMODULE, UINT, CONST D3D_FEATURE_LEVEL*, UINT, UINT, CONST DXGI_SWAP_CHAIN_DESC*, IDXGISwapChain**, ID3D11Device**, D3D_FEATURE_LEVEL*, ID3D11DeviceContext**);
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D3D11CREATEDEVICE PD3D11CreateDevice = NULL;
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D3D11CREATEDEVICEANDSWAPCHAIN PD3D11CreateDeviceAndSwapChain = NULL;
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HINSTANCE hD3DDll = NULL;
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D3D11CREATEDEVICE PD3D11CreateDevice = nullptr;
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D3D11CREATEDEVICEANDSWAPCHAIN PD3D11CreateDeviceAndSwapChain = nullptr;
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HINSTANCE hD3DDll = nullptr;
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int d3d_dll_ref = 0;
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namespace D3D
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{
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ID3D11Device* device = NULL;
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ID3D11DeviceContext* context = NULL;
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IDXGISwapChain* swapchain = NULL;
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ID3D11Device* device = nullptr;
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ID3D11DeviceContext* context = nullptr;
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IDXGISwapChain* swapchain = nullptr;
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D3D_FEATURE_LEVEL featlevel;
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D3DTexture2D* backbuf = NULL;
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D3DTexture2D* backbuf = nullptr;
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HWND hWnd;
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std::vector<DXGI_SAMPLE_DESC> aa_modes; // supported AA modes of the current adapter
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@ -59,12 +59,12 @@ HRESULT LoadDXGI()
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hDXGIDll = LoadLibraryA("dxgi.dll");
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if (!hDXGIDll)
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{
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MessageBoxA(NULL, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR);
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MessageBoxA(nullptr, "Failed to load dxgi.dll", "Critical error", MB_OK | MB_ICONERROR);
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--dxgi_dll_ref;
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return E_FAIL;
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}
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PCreateDXGIFactory = (CREATEDXGIFACTORY)GetProcAddress(hDXGIDll, "CreateDXGIFactory");
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if (PCreateDXGIFactory == NULL) MessageBoxA(NULL, "GetProcAddress failed for CreateDXGIFactory!", "Critical error", MB_OK | MB_ICONERROR);
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if (PCreateDXGIFactory == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for CreateDXGIFactory!", "Critical error", MB_OK | MB_ICONERROR);
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return S_OK;
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}
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@ -77,15 +77,15 @@ HRESULT LoadD3D()
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hD3DDll = LoadLibraryA("d3d11.dll");
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if (!hD3DDll)
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{
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MessageBoxA(NULL, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR);
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MessageBoxA(nullptr, "Failed to load d3d11.dll", "Critical error", MB_OK | MB_ICONERROR);
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--d3d_dll_ref;
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return E_FAIL;
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}
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PD3D11CreateDevice = (D3D11CREATEDEVICE)GetProcAddress(hD3DDll, "D3D11CreateDevice");
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if (PD3D11CreateDevice == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3D11CreateDevice!", "Critical error", MB_OK | MB_ICONERROR);
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if (PD3D11CreateDevice == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDevice!", "Critical error", MB_OK | MB_ICONERROR);
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PD3D11CreateDeviceAndSwapChain = (D3D11CREATEDEVICEANDSWAPCHAIN)GetProcAddress(hD3DDll, "D3D11CreateDeviceAndSwapChain");
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if (PD3D11CreateDeviceAndSwapChain == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3D11CreateDeviceAndSwapChain!", "Critical error", MB_OK | MB_ICONERROR);
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if (PD3D11CreateDeviceAndSwapChain == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3D11CreateDeviceAndSwapChain!", "Critical error", MB_OK | MB_ICONERROR);
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return S_OK;
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}
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@ -104,7 +104,7 @@ HRESULT LoadD3DCompiler()
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hD3DCompilerDll = LoadLibraryA("D3DCompiler_42.dll");
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if (!hD3DCompilerDll)
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{
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MessageBoxA(NULL, "Failed to load D3DCompiler_42.dll, update your DX11 runtime, please", "Critical error", MB_OK | MB_ICONERROR);
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MessageBoxA(nullptr, "Failed to load D3DCompiler_42.dll, update your DX11 runtime, please", "Critical error", MB_OK | MB_ICONERROR);
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return E_FAIL;
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}
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else
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@ -114,9 +114,9 @@ HRESULT LoadD3DCompiler()
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}
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PD3DReflect = (D3DREFLECT)GetProcAddress(hD3DCompilerDll, "D3DReflect");
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if (PD3DReflect == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DReflect!", "Critical error", MB_OK | MB_ICONERROR);
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if (PD3DReflect == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3DReflect!", "Critical error", MB_OK | MB_ICONERROR);
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PD3DCompile = (pD3DCompile)GetProcAddress(hD3DCompilerDll, "D3DCompile");
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if (PD3DCompile == NULL) MessageBoxA(NULL, "GetProcAddress failed for D3DCompile!", "Critical error", MB_OK | MB_ICONERROR);
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if (PD3DCompile == nullptr) MessageBoxA(nullptr, "GetProcAddress failed for D3DCompile!", "Critical error", MB_OK | MB_ICONERROR);
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return S_OK;
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}
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@ -127,8 +127,8 @@ void UnloadDXGI()
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if (--dxgi_dll_ref != 0) return;
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if(hDXGIDll) FreeLibrary(hDXGIDll);
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hDXGIDll = NULL;
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PCreateDXGIFactory = NULL;
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hDXGIDll = nullptr;
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PCreateDXGIFactory = nullptr;
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}
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void UnloadD3D()
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@ -137,9 +137,9 @@ void UnloadD3D()
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if (--d3d_dll_ref != 0) return;
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if(hD3DDll) FreeLibrary(hD3DDll);
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hD3DDll = NULL;
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PD3D11CreateDevice = NULL;
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PD3D11CreateDeviceAndSwapChain = NULL;
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hD3DDll = nullptr;
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PD3D11CreateDevice = nullptr;
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PD3D11CreateDeviceAndSwapChain = nullptr;
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}
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void UnloadD3DCompiler()
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@ -148,8 +148,8 @@ void UnloadD3DCompiler()
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if (--d3dcompiler_dll_ref != 0) return;
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if (hD3DCompilerDll) FreeLibrary(hD3DCompilerDll);
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hD3DCompilerDll = NULL;
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PD3DReflect = NULL;
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hD3DCompilerDll = nullptr;
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PD3DReflect = nullptr;
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}
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std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
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@ -161,7 +161,7 @@ std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
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ID3D11Device* device;
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ID3D11DeviceContext* context;
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D3D_FEATURE_LEVEL feat_level;
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HRESULT hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &feat_level, &context);
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HRESULT hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &feat_level, &context);
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if (FAILED(hr) || feat_level == D3D_FEATURE_LEVEL_10_0)
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{
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DXGI_SAMPLE_DESC desc;
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@ -193,7 +193,7 @@ std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
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D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter)
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{
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D3D_FEATURE_LEVEL feat_level = D3D_FEATURE_LEVEL_9_1;
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PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, NULL, &feat_level, NULL);
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PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, nullptr, &feat_level, nullptr);
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return feat_level;
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}
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@ -269,7 +269,7 @@ HRESULT Create(HWND wnd)
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mode_desc.Height = yres;
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mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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mode_desc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, NULL);
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hr = output->FindClosestMatchingMode(&mode_desc, &swap_chain_desc.BufferDesc, nullptr);
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if (FAILED(hr)) MessageBox(wnd, _T("Failed to find a supported video mode"), _T("Dolphin Direct3D 11 backend"), MB_OK | MB_ICONERROR);
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// forcing buffer resolution to xres and yres.. TODO: The new video mode might not actually be supported!
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@ -280,7 +280,7 @@ HRESULT Create(HWND wnd)
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// Creating debug devices can sometimes fail if the user doesn't have the correct
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// version of the DirectX SDK. If it does, simply fallback to a non-debug device.
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{
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hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL,
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hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
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D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_DEBUG,
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supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
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D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
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@ -290,7 +290,7 @@ HRESULT Create(HWND wnd)
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if (FAILED(hr))
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#endif
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{
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hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL,
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hr = PD3D11CreateDeviceAndSwapChain(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
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D3D11_CREATE_DEVICE_SINGLETHREADED,
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supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS,
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D3D11_SDK_VERSION, &swap_chain_desc, &swapchain, &device,
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@ -322,11 +322,11 @@ HRESULT Create(HWND wnd)
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}
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backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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SAFE_RELEASE(buf);
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CHECK(backbuf!=NULL, "Create back buffer texture");
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CHECK(backbuf!=nullptr, "Create back buffer texture");
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SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
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SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
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context->OMSetRenderTargets(1, &backbuf->GetRTV(), NULL);
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context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr);
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// BGRA textures are easier to deal with in TextureCache, but might not be supported by the hardware
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UINT format_support;
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@ -356,7 +356,7 @@ void Close()
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{
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NOTICE_LOG(VIDEO, "Successfully released all device references!");
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}
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device = NULL;
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device = nullptr;
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// unload DLLs
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UnloadD3D();
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@ -439,7 +439,7 @@ void Reset()
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}
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backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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SAFE_RELEASE(buf);
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CHECK(backbuf!=NULL, "Create back buffer texture");
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CHECK(backbuf!=nullptr, "Create back buffer texture");
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SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
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SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
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}
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@ -452,7 +452,7 @@ bool BeginFrame()
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return false;
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}
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bFrameInProgress = true;
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return (device != NULL);
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return (device != nullptr);
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}
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void EndFrame()
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@ -14,9 +14,9 @@
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namespace DX11
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{
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#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = NULL; }
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#define SAFE_DELETE(x) { delete (x); (x) = NULL; }
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#define SAFE_DELETE_ARRAY(x) { delete[] (x); (x) = NULL; }
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#define SAFE_RELEASE(x) { if (x) (x)->Release(); (x) = nullptr; }
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#define SAFE_DELETE(x) { delete (x); (x) = nullptr; }
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#define SAFE_DELETE_ARRAY(x) { delete[] (x); (x) = nullptr; }
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#define CHECK(cond, Message, ...) if (!(cond)) { PanicAlert(__FUNCTION__ "Failed in %s at line %d: " Message, __FILE__, __LINE__, __VA_ARGS__); }
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class D3DTexture2D;
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@ -9,7 +9,7 @@
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namespace DX11
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{
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D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(NULL)
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D3DBlob::D3DBlob(unsigned int blob_size, const u8* init_data) : ref(1), size(blob_size), blob(nullptr)
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{
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data = new u8[blob_size];
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if (init_data) memcpy(data, init_data, size);
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@ -16,7 +16,7 @@ class D3DBlob
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{
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public:
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// memory will be copied into an own buffer
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D3DBlob(unsigned int blob_size, const u8* init_data = NULL);
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D3DBlob(unsigned int blob_size, const u8* init_data = nullptr);
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// d3dblob will be AddRef'd
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D3DBlob(ID3D10Blob* d3dblob);
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@ -18,9 +18,9 @@ namespace D3D
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ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigned int len)
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{
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ID3D11VertexShader* v_shader;
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HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, NULL, &v_shader);
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HRESULT hr = D3D::device->CreateVertexShader(bytecode, len, nullptr, &v_shader);
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if (FAILED(hr))
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return NULL;
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return nullptr;
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return v_shader;
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}
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@ -28,15 +28,15 @@ ID3D11VertexShader* CreateVertexShaderFromByteCode(const void* bytecode, unsigne
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// code->bytecode
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bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
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{
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ID3D10Blob* shaderBuffer = NULL;
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ID3D10Blob* errorBuffer = NULL;
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ID3D10Blob* shaderBuffer = nullptr;
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ID3D10Blob* errorBuffer = nullptr;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
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#else
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
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#endif
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HRESULT hr = PD3DCompile(code, len, NULL, NULL, NULL, "main", D3D::VertexShaderVersionString(),
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HRESULT hr = PD3DCompile(code, len, nullptr, nullptr, nullptr, "main", D3D::VertexShaderVersionString(),
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flags, 0, &shaderBuffer, &errorBuffer);
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if (errorBuffer)
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{
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@ -59,7 +59,7 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
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D3D::VertexShaderVersionString(),
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(char*)errorBuffer->GetBufferPointer());
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*blob = NULL;
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*blob = nullptr;
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errorBuffer->Release();
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}
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else
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@ -74,9 +74,9 @@ bool CompileVertexShader(const char* code, unsigned int len, D3DBlob** blob)
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ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, unsigned int len)
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{
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ID3D11GeometryShader* g_shader;
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HRESULT hr = D3D::device->CreateGeometryShader(bytecode, len, NULL, &g_shader);
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HRESULT hr = D3D::device->CreateGeometryShader(bytecode, len, nullptr, &g_shader);
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if (FAILED(hr))
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return NULL;
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return nullptr;
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return g_shader;
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}
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@ -85,15 +85,15 @@ ID3D11GeometryShader* CreateGeometryShaderFromByteCode(const void* bytecode, uns
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bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob,
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const D3D_SHADER_MACRO* pDefines)
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{
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ID3D10Blob* shaderBuffer = NULL;
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ID3D10Blob* errorBuffer = NULL;
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ID3D10Blob* shaderBuffer = nullptr;
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ID3D10Blob* errorBuffer = nullptr;
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#if defined(_DEBUG) || defined(DEBUGFAST)
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
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#else
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UINT flags = D3D10_SHADER_ENABLE_BACKWARDS_COMPATIBILITY|D3D10_SHADER_OPTIMIZATION_LEVEL3|D3D10_SHADER_SKIP_VALIDATION;
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#endif
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HRESULT hr = PD3DCompile(code, len, NULL, pDefines, NULL, "main", D3D::GeometryShaderVersionString(),
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HRESULT hr = PD3DCompile(code, len, nullptr, pDefines, nullptr, "main", D3D::GeometryShaderVersionString(),
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flags, 0, &shaderBuffer, &errorBuffer);
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if (errorBuffer)
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@ -117,7 +117,7 @@ bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob,
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D3D::GeometryShaderVersionString(),
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(char*)errorBuffer->GetBufferPointer());
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*blob = NULL;
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*blob = nullptr;
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errorBuffer->Release();
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}
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else
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@ -132,11 +132,11 @@ bool CompileGeometryShader(const char* code, unsigned int len, D3DBlob** blob,
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ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned int len)
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{
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ID3D11PixelShader* p_shader;
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HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, NULL, &p_shader);
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HRESULT hr = D3D::device->CreatePixelShader(bytecode, len, nullptr, &p_shader);
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if (FAILED(hr))
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{
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PanicAlert("CreatePixelShaderFromByteCode failed at %s %d\n", __FILE__, __LINE__);
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p_shader = NULL;
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p_shader = nullptr;
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}
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return p_shader;
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}
|
||||
|
@ -145,15 +145,15 @@ ID3D11PixelShader* CreatePixelShaderFromByteCode(const void* bytecode, unsigned
|
|||
bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob,
|
||||
const D3D_SHADER_MACRO* pDefines)
|
||||
{
|
||||
ID3D10Blob* shaderBuffer = NULL;
|
||||
ID3D10Blob* errorBuffer = NULL;
|
||||
ID3D10Blob* shaderBuffer = nullptr;
|
||||
ID3D10Blob* errorBuffer = nullptr;
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
UINT flags = D3D10_SHADER_DEBUG|D3D10_SHADER_WARNINGS_ARE_ERRORS;
|
||||
#else
|
||||
UINT flags = D3D10_SHADER_OPTIMIZATION_LEVEL3;
|
||||
#endif
|
||||
HRESULT hr = PD3DCompile(code, len, NULL, pDefines, NULL, "main", D3D::PixelShaderVersionString(),
|
||||
HRESULT hr = PD3DCompile(code, len, nullptr, pDefines, nullptr, "main", D3D::PixelShaderVersionString(),
|
||||
flags, 0, &shaderBuffer, &errorBuffer);
|
||||
|
||||
if (errorBuffer)
|
||||
|
@ -177,7 +177,7 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob,
|
|||
D3D::PixelShaderVersionString(),
|
||||
(char*)errorBuffer->GetBufferPointer());
|
||||
|
||||
*blob = NULL;
|
||||
*blob = nullptr;
|
||||
errorBuffer->Release();
|
||||
}
|
||||
else
|
||||
|
@ -192,33 +192,33 @@ bool CompilePixelShader(const char* code, unsigned int len, D3DBlob** blob,
|
|||
ID3D11VertexShader* CompileAndCreateVertexShader(const char* code,
|
||||
unsigned int len)
|
||||
{
|
||||
D3DBlob* blob = NULL;
|
||||
D3DBlob* blob = nullptr;
|
||||
if (CompileVertexShader(code, len, &blob))
|
||||
{
|
||||
ID3D11VertexShader* v_shader = CreateVertexShaderFromByteCode(blob);
|
||||
blob->Release();
|
||||
return v_shader;
|
||||
}
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ID3D11GeometryShader* CompileAndCreateGeometryShader(const char* code,
|
||||
unsigned int len, const D3D_SHADER_MACRO* pDefines)
|
||||
{
|
||||
D3DBlob* blob = NULL;
|
||||
D3DBlob* blob = nullptr;
|
||||
if (CompileGeometryShader(code, len, &blob, pDefines))
|
||||
{
|
||||
ID3D11GeometryShader* g_shader = CreateGeometryShaderFromByteCode(blob);
|
||||
blob->Release();
|
||||
return g_shader;
|
||||
}
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ID3D11PixelShader* CompileAndCreatePixelShader(const char* code,
|
||||
unsigned int len)
|
||||
{
|
||||
D3DBlob* blob = NULL;
|
||||
D3DBlob* blob = nullptr;
|
||||
CompilePixelShader(code, len, &blob);
|
||||
if (blob)
|
||||
{
|
||||
|
@ -226,7 +226,7 @@ ID3D11PixelShader* CompileAndCreatePixelShader(const char* code,
|
|||
blob->Release();
|
||||
return p_shader;
|
||||
}
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
|
|
@ -23,15 +23,15 @@ namespace D3D
|
|||
bool CompileVertexShader(const char* code, unsigned int len,
|
||||
D3DBlob** blob);
|
||||
bool CompileGeometryShader(const char* code, unsigned int len,
|
||||
D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL);
|
||||
D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = nullptr);
|
||||
bool CompilePixelShader(const char* code, unsigned int len,
|
||||
D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = NULL);
|
||||
D3DBlob** blob, const D3D_SHADER_MACRO* pDefines = nullptr);
|
||||
|
||||
// Utility functions
|
||||
ID3D11VertexShader* CompileAndCreateVertexShader(const char* code,
|
||||
unsigned int len);
|
||||
ID3D11GeometryShader* CompileAndCreateGeometryShader(const char* code,
|
||||
unsigned int len, const D3D_SHADER_MACRO* pDefines = NULL);
|
||||
unsigned int len, const D3D_SHADER_MACRO* pDefines = nullptr);
|
||||
ID3D11PixelShader* CompileAndCreatePixelShader(const char* code,
|
||||
unsigned int len);
|
||||
|
||||
|
@ -44,7 +44,7 @@ namespace D3D
|
|||
|
||||
inline ID3D11VertexShader* CompileAndCreateVertexShader(D3DBlob* code)
|
||||
{ return CompileAndCreateVertexShader((const char*)code->Data(), code->Size()); }
|
||||
inline ID3D11GeometryShader* CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = NULL)
|
||||
inline ID3D11GeometryShader* CompileAndCreateGeometryShader(D3DBlob* code, const D3D_SHADER_MACRO* pDefines = nullptr)
|
||||
{ return CompileAndCreateGeometryShader((const char*)code->Data(), code->Size(), pDefines); }
|
||||
inline ID3D11PixelShader* CompileAndCreatePixelShader(D3DBlob* code)
|
||||
{ return CompileAndCreatePixelShader((const char*)code->Data(), code->Size()); }
|
||||
|
|
|
@ -39,7 +39,7 @@ void ReplaceRGBATexture2D(ID3D11Texture2D* pTexture, const u8* buffer, unsigned
|
|||
|
||||
D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D11_BIND_FLAG bind, D3D11_USAGE usage, DXGI_FORMAT fmt, unsigned int levels)
|
||||
{
|
||||
ID3D11Texture2D* pTexture = NULL;
|
||||
ID3D11Texture2D* pTexture = nullptr;
|
||||
HRESULT hr;
|
||||
|
||||
D3D11_CPU_ACCESS_FLAG cpuflags;
|
||||
|
@ -47,11 +47,11 @@ D3DTexture2D* D3DTexture2D::Create(unsigned int width, unsigned int height, D3D1
|
|||
else if (usage == D3D11_USAGE_DYNAMIC) cpuflags = D3D11_CPU_ACCESS_WRITE;
|
||||
else cpuflags = (D3D11_CPU_ACCESS_FLAG)0;
|
||||
D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(fmt, width, height, 1, levels, bind, usage, cpuflags);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &pTexture);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &pTexture);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
PanicAlert("Failed to create texture at %s, line %d: hr=%#x\n", __FILE__, __LINE__, hr);
|
||||
return NULL;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
D3DTexture2D* ret = new D3DTexture2D(pTexture, bind);
|
||||
|
@ -82,7 +82,7 @@ ID3D11DepthStencilView* &D3DTexture2D::GetDSV() { return dsv; }
|
|||
|
||||
D3DTexture2D::D3DTexture2D(ID3D11Texture2D* texptr, D3D11_BIND_FLAG bind,
|
||||
DXGI_FORMAT srv_format, DXGI_FORMAT dsv_format, DXGI_FORMAT rtv_format, bool multisampled)
|
||||
: ref(1), tex(texptr), srv(NULL), rtv(NULL), dsv(NULL)
|
||||
: ref(1), tex(texptr), srv(nullptr), rtv(nullptr), dsv(nullptr)
|
||||
{
|
||||
D3D11_SRV_DIMENSION srv_dim = multisampled ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
D3D11_DSV_DIMENSION dsv_dim = multisampled ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
|
||||
|
|
|
@ -21,10 +21,10 @@ namespace D3D
|
|||
class UtilVertexBuffer
|
||||
{
|
||||
public:
|
||||
UtilVertexBuffer(int size) : buf(NULL), offset(0), max_size(size)
|
||||
UtilVertexBuffer(int size) : buf(nullptr), offset(0), max_size(size)
|
||||
{
|
||||
D3D11_BUFFER_DESC desc = CD3D11_BUFFER_DESC(max_size, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
||||
device->CreateBuffer(&desc, NULL, &buf);
|
||||
device->CreateBuffer(&desc, nullptr, &buf);
|
||||
}
|
||||
~UtilVertexBuffer()
|
||||
{
|
||||
|
@ -72,7 +72,7 @@ private:
|
|||
};
|
||||
|
||||
CD3DFont font;
|
||||
UtilVertexBuffer* util_vbuf = NULL;
|
||||
UtilVertexBuffer* util_vbuf = nullptr;
|
||||
|
||||
#define MAX_NUM_VERTICES 50*6
|
||||
struct FONT2DVERTEX {
|
||||
|
@ -93,11 +93,11 @@ inline FONT2DVERTEX InitFont2DVertex(float x, float y, u32 color, float tu, floa
|
|||
|
||||
CD3DFont::CD3DFont() : m_dwTexWidth(512), m_dwTexHeight(512)
|
||||
{
|
||||
m_pTexture = NULL;
|
||||
m_pVB = NULL;
|
||||
m_InputLayout = NULL;
|
||||
m_pshader = NULL;
|
||||
m_vshader = NULL;
|
||||
m_pTexture = nullptr;
|
||||
m_pVB = nullptr;
|
||||
m_InputLayout = nullptr;
|
||||
m_pshader = nullptr;
|
||||
m_vshader = nullptr;
|
||||
}
|
||||
|
||||
const char fontpixshader[] = {
|
||||
|
@ -161,8 +161,8 @@ int CD3DFont::Init()
|
|||
bmi.bmiHeader.biBitCount = 32;
|
||||
|
||||
// Create a DC and a bitmap for the font
|
||||
HDC hDC = CreateCompatibleDC(NULL);
|
||||
HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, NULL, 0);
|
||||
HDC hDC = CreateCompatibleDC(nullptr);
|
||||
HBITMAP hbmBitmap = CreateDIBSection(hDC, &bmi, DIB_RGB_COLORS, (void**)&pBitmapBits, nullptr, 0);
|
||||
SetMapMode(hDC, MM_TEXT);
|
||||
|
||||
// create a GDI font
|
||||
|
@ -170,7 +170,7 @@ int CD3DFont::Init()
|
|||
FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
|
||||
CLIP_DEFAULT_PRECIS, PROOF_QUALITY,
|
||||
VARIABLE_PITCH, _T("Tahoma"));
|
||||
if (NULL == hFont) return E_FAIL;
|
||||
if (nullptr == hFont) return E_FAIL;
|
||||
|
||||
HGDIOBJ hOldbmBitmap = SelectObject(hDC, hbmBitmap);
|
||||
HGDIOBJ hOldFont = SelectObject(hDC, hFont);
|
||||
|
@ -199,7 +199,7 @@ int CD3DFont::Init()
|
|||
y += m_LineHeight;
|
||||
}
|
||||
|
||||
ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, NULL, str, 1, NULL);
|
||||
ExtTextOutA(hDC, x+1, y+0, ETO_OPAQUE | ETO_CLIPPED, nullptr, str, 1, nullptr);
|
||||
m_fTexCoords[c][0] = ((float)(x+0))/m_dwTexWidth;
|
||||
m_fTexCoords[c][1] = ((float)(y+0))/m_dwTexHeight;
|
||||
m_fTexCoords[c][2] = ((float)(x+0+size.cx))/m_dwTexWidth;
|
||||
|
@ -215,7 +215,7 @@ int CD3DFont::Init()
|
|||
D3D11_TEXTURE2D_DESC texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, m_dwTexWidth, m_dwTexHeight,
|
||||
1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DYNAMIC,
|
||||
D3D11_CPU_ACCESS_WRITE);
|
||||
hr = device->CreateTexture2D(&texdesc, NULL, &buftex);
|
||||
hr = device->CreateTexture2D(&texdesc, nullptr, &buftex);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
PanicAlert("Failed to create font texture");
|
||||
|
@ -240,7 +240,7 @@ int CD3DFont::Init()
|
|||
|
||||
// Done updating texture, so clean up used objects
|
||||
context->Unmap(buftex, 0);
|
||||
hr = D3D::device->CreateShaderResourceView(buftex, NULL, &m_pTexture);
|
||||
hr = D3D::device->CreateShaderResourceView(buftex, nullptr, &m_pTexture);
|
||||
if (FAILED(hr)) PanicAlert("Failed to create shader resource view at %s %d\n", __FILE__, __LINE__);
|
||||
SAFE_RELEASE(buftex);
|
||||
|
||||
|
@ -252,14 +252,14 @@ int CD3DFont::Init()
|
|||
|
||||
// setup device objects for drawing
|
||||
m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader, sizeof(fontpixshader));
|
||||
if (m_pshader == NULL) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
|
||||
if (m_pshader == nullptr) PanicAlert("Failed to create pixel shader, %s %d\n", __FILE__, __LINE__);
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pshader, "pixel shader of a CD3DFont object");
|
||||
|
||||
D3DBlob* vsbytecode;
|
||||
D3D::CompileVertexShader(fontvertshader, sizeof(fontvertshader), &vsbytecode);
|
||||
if (vsbytecode == NULL) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
|
||||
if (vsbytecode == nullptr) PanicAlert("Failed to compile vertex shader, %s %d\n", __FILE__, __LINE__);
|
||||
m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode);
|
||||
if (m_vshader == NULL) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
|
||||
if (m_vshader == nullptr) PanicAlert("Failed to create vertex shader, %s %d\n", __FILE__, __LINE__);
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vshader, "vertex shader of a CD3DFont object");
|
||||
|
||||
const D3D11_INPUT_ELEMENT_DESC desc[] =
|
||||
|
@ -293,7 +293,7 @@ int CD3DFont::Init()
|
|||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object");
|
||||
|
||||
D3D11_BUFFER_DESC vbdesc = CD3D11_BUFFER_DESC(MAX_NUM_VERTICES*sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
||||
if (FAILED(hr = device->CreateBuffer(&vbdesc, NULL, &m_pVB)))
|
||||
if (FAILED(hr = device->CreateBuffer(&vbdesc, nullptr, &m_pVB)))
|
||||
{
|
||||
PanicAlert("Failed to create font vertex buffer at %s, line %d\n", __FILE__, __LINE__);
|
||||
return hr;
|
||||
|
@ -347,8 +347,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
|
|||
D3D::stateman->PushRasterizerState(m_raststate);
|
||||
D3D::stateman->Apply();
|
||||
|
||||
D3D::context->PSSetShader(m_pshader, NULL, 0);
|
||||
D3D::context->VSSetShader(m_vshader, NULL, 0);
|
||||
D3D::context->PSSetShader(m_pshader, nullptr, 0);
|
||||
D3D::context->VSSetShader(m_vshader, nullptr, 0);
|
||||
|
||||
D3D::context->IASetInputLayout(m_InputLayout);
|
||||
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
|
@ -415,8 +415,8 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
|
|||
return S_OK;
|
||||
}
|
||||
|
||||
ID3D11SamplerState* linear_copy_sampler = NULL;
|
||||
ID3D11SamplerState* point_copy_sampler = NULL;
|
||||
ID3D11SamplerState* linear_copy_sampler = nullptr;
|
||||
ID3D11SamplerState* point_copy_sampler = nullptr;
|
||||
|
||||
typedef struct { float x,y,z,u,v,w; } STQVertex;
|
||||
typedef struct { float x,y,z,u,v,w; } STSQVertex;
|
||||
|
@ -545,13 +545,13 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
|
|||
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
D3D::context->IASetInputLayout(layout);
|
||||
D3D::context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
|
||||
D3D::context->PSSetShader(PShader, NULL, 0);
|
||||
D3D::context->PSSetShader(PShader, nullptr, 0);
|
||||
D3D::context->PSSetShaderResources(0, 1, &texture);
|
||||
D3D::context->VSSetShader(Vshader, NULL, 0);
|
||||
D3D::context->VSSetShader(Vshader, nullptr, 0);
|
||||
D3D::stateman->Apply();
|
||||
D3D::context->Draw(4, stq_offset);
|
||||
|
||||
ID3D11ShaderResourceView* texres = NULL;
|
||||
ID3D11ShaderResourceView* texres = nullptr;
|
||||
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
|
||||
}
|
||||
|
||||
|
@ -603,12 +603,12 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
|
|||
context->IASetVertexBuffers(0, 1, &util_vbuf->GetBuffer(), &stride, &offset);
|
||||
context->IASetInputLayout(layout);
|
||||
context->PSSetShaderResources(0, 1, &texture);
|
||||
context->PSSetShader(PShader, NULL, 0);
|
||||
context->VSSetShader(Vshader, NULL, 0);
|
||||
context->PSSetShader(PShader, nullptr, 0);
|
||||
context->VSSetShader(Vshader, nullptr, 0);
|
||||
stateman->Apply();
|
||||
context->Draw(4, stsq_offset);
|
||||
|
||||
ID3D11ShaderResourceView* texres = NULL;
|
||||
ID3D11ShaderResourceView* texres = nullptr;
|
||||
context->PSSetShaderResources(0, 1, &texres); // immediately unbind the texture
|
||||
}
|
||||
|
||||
|
@ -638,8 +638,8 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
|
|||
draw_quad_data.col = Color;
|
||||
}
|
||||
|
||||
context->VSSetShader(VertexShaderCache::GetClearVertexShader(), NULL, 0);
|
||||
context->PSSetShader(PixelShaderCache::GetClearProgram(), NULL, 0);
|
||||
context->VSSetShader(VertexShaderCache::GetClearVertexShader(), nullptr, 0);
|
||||
context->PSSetShader(PixelShaderCache::GetClearProgram(), nullptr, 0);
|
||||
context->IASetInputLayout(VertexShaderCache::GetClearInputLayout());
|
||||
|
||||
UINT stride = sizeof(ColVertex);
|
||||
|
@ -668,8 +668,8 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
|
|||
clear_quad_data.col = Color;
|
||||
clear_quad_data.z = z;
|
||||
}
|
||||
context->VSSetShader(Vshader, NULL, 0);
|
||||
context->PSSetShader(PShader, NULL, 0);
|
||||
context->VSSetShader(Vshader, nullptr, 0);
|
||||
context->PSSetShader(PShader, nullptr, 0);
|
||||
context->IASetInputLayout(layout);
|
||||
|
||||
UINT stride = sizeof(ClearVertex);
|
||||
|
|
|
@ -59,10 +59,10 @@ FramebufferManager::FramebufferManager()
|
|||
|
||||
// EFB color texture - primary render target
|
||||
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
|
||||
CHECK(hr==S_OK, "create EFB color texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
|
||||
m_efb.color_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
|
||||
CHECK(m_efb.color_tex!=NULL, "create EFB color texture (size: %dx%d)", target_width, target_height);
|
||||
CHECK(m_efb.color_tex!=nullptr, "create EFB color texture (size: %dx%d)", target_width, target_height);
|
||||
SAFE_RELEASE(buf);
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
|
||||
|
@ -70,10 +70,10 @@ FramebufferManager::FramebufferManager()
|
|||
|
||||
// Temporary EFB color texture - used in ReinterpretPixelData
|
||||
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
|
||||
CHECK(hr==S_OK, "create EFB color temp texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
|
||||
m_efb.color_temp_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE|D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1));
|
||||
CHECK(m_efb.color_temp_tex!=NULL, "create EFB color temp texture (size: %dx%d)", target_width, target_height);
|
||||
CHECK(m_efb.color_temp_tex!=nullptr, "create EFB color temp texture (size: %dx%d)", target_width, target_height);
|
||||
SAFE_RELEASE(buf);
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view");
|
||||
|
@ -81,13 +81,13 @@ FramebufferManager::FramebufferManager()
|
|||
|
||||
// AccessEFB - Sysmem buffer used to retrieve the pixel data from color_tex
|
||||
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.color_staging_buf);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf);
|
||||
CHECK(hr==S_OK, "create EFB color staging buffer (hr=%#x)", hr);
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)");
|
||||
|
||||
// EFB depth buffer - primary depth buffer
|
||||
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, sample_desc.Count, sample_desc.Quality);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
|
||||
CHECK(hr==S_OK, "create EFB depth texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
|
||||
m_efb.depth_tex = new D3DTexture2D(buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL|D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R24_UNORM_X8_TYPELESS, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1));
|
||||
SAFE_RELEASE(buf);
|
||||
|
@ -97,7 +97,7 @@ FramebufferManager::FramebufferManager()
|
|||
|
||||
// Render buffer for AccessEFB (depth data)
|
||||
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
|
||||
CHECK(hr==S_OK, "create EFB depth read texture (hr=%#x)", hr);
|
||||
m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
|
||||
SAFE_RELEASE(buf);
|
||||
|
@ -106,7 +106,7 @@ FramebufferManager::FramebufferManager()
|
|||
|
||||
// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
|
||||
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &m_efb.depth_staging_buf);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf);
|
||||
CHECK(hr==S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)");
|
||||
|
||||
|
@ -114,15 +114,15 @@ FramebufferManager::FramebufferManager()
|
|||
{
|
||||
// Framebuffer resolve textures (color+depth)
|
||||
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0, 1);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
|
||||
m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
|
||||
CHECK(m_efb.resolved_color_tex!=NULL, "create EFB color resolve texture (size: %dx%d)", target_width, target_height);
|
||||
CHECK(m_efb.resolved_color_tex!=nullptr, "create EFB color resolve texture (size: %dx%d)", target_width, target_height);
|
||||
SAFE_RELEASE(buf);
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view");
|
||||
|
||||
texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R24G8_TYPELESS, target_width, target_height, 1, 1, D3D11_BIND_SHADER_RESOURCE);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, NULL, &buf);
|
||||
hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &buf);
|
||||
CHECK(hr==S_OK, "create EFB depth resolve texture (size: %dx%d; hr=%#x)", target_width, target_height, hr);
|
||||
m_efb.resolved_depth_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R24_UNORM_X8_TYPELESS);
|
||||
SAFE_RELEASE(buf);
|
||||
|
@ -131,8 +131,8 @@ FramebufferManager::FramebufferManager()
|
|||
}
|
||||
else
|
||||
{
|
||||
m_efb.resolved_color_tex = NULL;
|
||||
m_efb.resolved_depth_tex = NULL;
|
||||
m_efb.resolved_color_tex = nullptr;
|
||||
m_efb.resolved_depth_tex = nullptr;
|
||||
}
|
||||
|
||||
s_xfbEncoder.Init();
|
||||
|
@ -200,7 +200,7 @@ void XFBSource::CopyEFB(float Gamma)
|
|||
const D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)texWidth, (float)texHeight);
|
||||
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), NULL);
|
||||
D3D::context->OMSetRenderTargets(1, &tex->GetRTV(), nullptr);
|
||||
D3D::SetLinearCopySampler();
|
||||
|
||||
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), sourceRc.AsRECT(),
|
||||
|
|
|
@ -30,10 +30,10 @@ template<typename T> AutoState<T>::AutoState(const AutoState<T> &source)
|
|||
template<typename T> AutoState<T>::~AutoState()
|
||||
{
|
||||
if(state) ((T*)state)->Release();
|
||||
state = NULL;
|
||||
state = nullptr;
|
||||
}
|
||||
|
||||
StateManager::StateManager() : cur_blendstate(NULL), cur_depthstate(NULL), cur_raststate(NULL) {}
|
||||
StateManager::StateManager() : cur_blendstate(nullptr), cur_depthstate(nullptr), cur_raststate(nullptr) {}
|
||||
|
||||
void StateManager::PushBlendState(const ID3D11BlendState* state) { blendstates.push(AutoBlendState(state)); }
|
||||
void StateManager::PushDepthState(const ID3D11DepthStencilState* state) { depthstates.push(AutoDepthStencilState(state)); }
|
||||
|
@ -49,7 +49,7 @@ void StateManager::Apply()
|
|||
if (cur_blendstate != blendstates.top().GetPtr())
|
||||
{
|
||||
cur_blendstate = (ID3D11BlendState*)blendstates.top().GetPtr();
|
||||
D3D::context->OMSetBlendState(cur_blendstate, NULL, 0xFFFFFFFF);
|
||||
D3D::context->OMSetBlendState(cur_blendstate, nullptr, 0xFFFFFFFF);
|
||||
}
|
||||
}
|
||||
else ERROR_LOG(VIDEO, "Tried to apply without blend state!");
|
||||
|
|
|
@ -125,7 +125,7 @@ static const char LINE_GS_COMMON[] =
|
|||
;
|
||||
|
||||
LineGeometryShader::LineGeometryShader()
|
||||
: m_ready(false), m_paramsBuffer(NULL)
|
||||
: m_ready(false), m_paramsBuffer(nullptr)
|
||||
{ }
|
||||
|
||||
void LineGeometryShader::Init()
|
||||
|
@ -138,7 +138,7 @@ void LineGeometryShader::Init()
|
|||
|
||||
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(LineGSParams_Padded),
|
||||
D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
||||
hr = D3D::device->CreateBuffer(&bd, NULL, &m_paramsBuffer);
|
||||
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_paramsBuffer);
|
||||
CHECK(SUCCEEDED(hr), "create line geometry shader params buffer");
|
||||
D3D::SetDebugObjectName(m_paramsBuffer, "line geometry shader params buffer");
|
||||
|
||||
|
@ -184,14 +184,14 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
|
|||
const std::string& numTexCoordsStr = numTexCoordsStream.str();
|
||||
D3D_SHADER_MACRO macros[] = {
|
||||
{ "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
|
||||
{ NULL, NULL }
|
||||
{ nullptr, nullptr }
|
||||
};
|
||||
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), unsigned int(strlen(code.GetBuffer())), macros);
|
||||
if (!newShader)
|
||||
{
|
||||
WARN_LOG(VIDEO, "Line geometry shader for components 0x%.08X failed to compile", components);
|
||||
// Add dummy shader to prevent trying to compile again
|
||||
m_shaders[components] = NULL;
|
||||
m_shaders[components] = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -223,7 +223,7 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
|
|||
DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
|
||||
lineWidth, texOffset, vpWidth, vpHeight);
|
||||
|
||||
D3D::context->GSSetShader(shaderIt->second, NULL, 0);
|
||||
D3D::context->GSSetShader(shaderIt->second, nullptr, 0);
|
||||
D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
|
||||
|
||||
return true;
|
||||
|
|
|
@ -20,7 +20,7 @@ class D3DVertexFormat : public NativeVertexFormat
|
|||
ID3D11InputLayout* m_layout;
|
||||
|
||||
public:
|
||||
D3DVertexFormat() : m_num_elems(0), m_vs_bytecode(NULL), m_layout(NULL) {}
|
||||
D3DVertexFormat() : m_num_elems(0), m_vs_bytecode(nullptr), m_layout(nullptr) {}
|
||||
~D3DVertexFormat() { SAFE_RELEASE(m_vs_bytecode); SAFE_RELEASE(m_layout); }
|
||||
|
||||
void Initialize(const PortableVertexDeclaration &_vtx_decl);
|
||||
|
|
|
@ -849,21 +849,21 @@ static const char EFB_ENCODE_PS[] =
|
|||
;
|
||||
|
||||
PSTextureEncoder::PSTextureEncoder()
|
||||
: m_ready(false), m_out(NULL), m_outRTV(NULL), m_outStage(NULL),
|
||||
m_encodeParams(NULL),
|
||||
m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL),
|
||||
m_efbEncodeBlendState(NULL), m_efbEncodeDepthState(NULL),
|
||||
m_efbEncodeRastState(NULL), m_efbSampler(NULL),
|
||||
m_dynamicShader(NULL), m_classLinkage(NULL)
|
||||
: m_ready(false), m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr),
|
||||
m_encodeParams(nullptr),
|
||||
m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr),
|
||||
m_efbEncodeBlendState(nullptr), m_efbEncodeDepthState(nullptr),
|
||||
m_efbEncodeRastState(nullptr), m_efbSampler(nullptr),
|
||||
m_dynamicShader(nullptr), m_classLinkage(nullptr)
|
||||
{
|
||||
for (size_t i = 0; i < 4; ++i)
|
||||
m_fetchClass[i] = NULL;
|
||||
m_fetchClass[i] = nullptr;
|
||||
for (size_t i = 0; i < 2; ++i)
|
||||
m_scaledFetchClass[i] = NULL;
|
||||
m_scaledFetchClass[i] = nullptr;
|
||||
for (size_t i = 0; i < 2; ++i)
|
||||
m_intensityClass[i] = NULL;
|
||||
m_intensityClass[i] = nullptr;
|
||||
for (size_t i = 0; i < 16; ++i)
|
||||
m_generatorClass[i] = NULL;
|
||||
m_generatorClass[i] = nullptr;
|
||||
}
|
||||
|
||||
static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = {
|
||||
|
@ -888,7 +888,7 @@ void PSTextureEncoder::Init()
|
|||
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
|
||||
DXGI_FORMAT_R32G32B32A32_UINT,
|
||||
EFB_WIDTH, EFB_HEIGHT/4, 1, 1, D3D11_BIND_RENDER_TARGET);
|
||||
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out);
|
||||
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
|
||||
CHECK(SUCCEEDED(hr), "create efb encode output texture");
|
||||
D3D::SetDebugObjectName(m_out, "efb encoder output texture");
|
||||
|
||||
|
@ -905,7 +905,7 @@ void PSTextureEncoder::Init()
|
|||
t2dd.Usage = D3D11_USAGE_STAGING;
|
||||
t2dd.BindFlags = 0;
|
||||
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage);
|
||||
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
|
||||
CHECK(SUCCEEDED(hr), "create efb encode output staging buffer");
|
||||
D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer");
|
||||
|
||||
|
@ -913,7 +913,7 @@ void PSTextureEncoder::Init()
|
|||
|
||||
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams),
|
||||
D3D11_BIND_CONSTANT_BUFFER);
|
||||
hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams);
|
||||
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
|
||||
CHECK(SUCCEEDED(hr), "create efb encode params buffer");
|
||||
D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer");
|
||||
|
||||
|
@ -929,14 +929,14 @@ void PSTextureEncoder::Init()
|
|||
|
||||
// Create vertex shader
|
||||
|
||||
D3DBlob* bytecode = NULL;
|
||||
D3DBlob* bytecode = nullptr;
|
||||
if (!D3D::CompileVertexShader(EFB_ENCODE_VS, sizeof(EFB_ENCODE_VS), &bytecode))
|
||||
{
|
||||
ERROR_LOG(VIDEO, "EFB encode vertex shader failed to compile");
|
||||
return;
|
||||
}
|
||||
|
||||
hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader);
|
||||
hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader);
|
||||
CHECK(SUCCEEDED(hr), "create efb encode vertex shader");
|
||||
D3D::SetDebugObjectName(m_vShader, "efb encoder vertex shader");
|
||||
|
||||
|
@ -1084,7 +1084,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
|
|||
if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
|
||||
#endif
|
||||
{
|
||||
D3D::context->VSSetShader(m_vShader, NULL, 0);
|
||||
D3D::context->VSSetShader(m_vShader, nullptr, 0);
|
||||
|
||||
D3D::stateman->PushBlendState(m_efbEncodeBlendState);
|
||||
D3D::stateman->PushDepthState(m_efbEncodeDepthState);
|
||||
|
@ -1116,11 +1116,11 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
|
|||
params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight();
|
||||
params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth();
|
||||
params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight();
|
||||
D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, ¶ms, 0, 0);
|
||||
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
|
||||
|
||||
D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL);
|
||||
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
|
||||
|
||||
ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ?
|
||||
FramebufferManager::GetEFBDepthTexture()->GetSRV() :
|
||||
|
@ -1144,13 +1144,13 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
|
|||
|
||||
// Clean up state
|
||||
|
||||
IUnknown* nullDummy = NULL;
|
||||
IUnknown* nullDummy = nullptr;
|
||||
|
||||
D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
|
||||
D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
|
||||
D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
|
||||
|
||||
D3D::context->OMSetRenderTargets(0, NULL, NULL);
|
||||
D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
|
||||
|
||||
D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
|
||||
|
||||
|
@ -1158,8 +1158,8 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
|
|||
D3D::stateman->PopDepthState();
|
||||
D3D::stateman->PopBlendState();
|
||||
|
||||
D3D::context->PSSetShader(NULL, NULL, 0);
|
||||
D3D::context->VSSetShader(NULL, NULL, 0);
|
||||
D3D::context->PSSetShader(nullptr, nullptr, 0);
|
||||
D3D::context->VSSetShader(nullptr, nullptr, 0);
|
||||
|
||||
// Transfer staging buffer to GameCube/Wii RAM
|
||||
|
||||
|
@ -1221,7 +1221,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
|
|||
ComboMap::iterator it = m_staticShaders.find(key);
|
||||
if (it == m_staticShaders.end())
|
||||
{
|
||||
const char* generatorFuncName = NULL;
|
||||
const char* generatorFuncName = nullptr;
|
||||
switch (generatorNum)
|
||||
{
|
||||
case 0x0: generatorFuncName = "Generate_0"; break;
|
||||
|
@ -1239,7 +1239,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
|
|||
case 0xC: generatorFuncName = "Generate_C"; break;
|
||||
default:
|
||||
WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum);
|
||||
m_staticShaders[key] = NULL;
|
||||
m_staticShaders[key] = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -1247,13 +1247,13 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
|
|||
dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
|
||||
|
||||
// Shader permutation not found, so compile it
|
||||
D3DBlob* bytecode = NULL;
|
||||
D3DBlob* bytecode = nullptr;
|
||||
D3D_SHADER_MACRO macros[] = {
|
||||
{ "IMP_FETCH", FETCH_FUNC_NAMES[fetchNum] },
|
||||
{ "IMP_SCALEDFETCH", SCALEDFETCH_FUNC_NAMES[scaledFetchNum] },
|
||||
{ "IMP_INTENSITY", INTENSITY_FUNC_NAMES[intensityNum] },
|
||||
{ "IMP_GENERATOR", generatorFuncName },
|
||||
{ NULL, NULL }
|
||||
{ nullptr, nullptr }
|
||||
};
|
||||
if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
|
||||
{
|
||||
|
@ -1261,12 +1261,12 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
|
|||
dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0);
|
||||
// Add dummy shader to map to prevent trying to compile over and
|
||||
// over again
|
||||
m_staticShaders[key] = NULL;
|
||||
m_staticShaders[key] = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
ID3D11PixelShader* newShader;
|
||||
HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), NULL, &newShader);
|
||||
HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader);
|
||||
CHECK(SUCCEEDED(hr), "create efb encoder pixel shader");
|
||||
|
||||
it = m_staticShaders.insert(std::make_pair(key, newShader)).first;
|
||||
|
@ -1277,7 +1277,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF
|
|||
{
|
||||
if (it->second)
|
||||
{
|
||||
D3D::context->PSSetShader(it->second, NULL, 0);
|
||||
D3D::context->PSSetShader(it->second, nullptr, 0);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
|
@ -1292,11 +1292,11 @@ bool PSTextureEncoder::InitDynamicMode()
|
|||
HRESULT hr;
|
||||
|
||||
D3D_SHADER_MACRO macros[] = {
|
||||
{ "DYNAMIC_MODE", NULL },
|
||||
{ NULL, NULL }
|
||||
{ "DYNAMIC_MODE", nullptr },
|
||||
{ nullptr, nullptr }
|
||||
};
|
||||
|
||||
D3DBlob* bytecode = NULL;
|
||||
D3DBlob* bytecode = nullptr;
|
||||
if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros))
|
||||
{
|
||||
ERROR_LOG(VIDEO, "EFB encode pixel shader failed to compile");
|
||||
|
@ -1313,14 +1313,14 @@ bool PSTextureEncoder::InitDynamicMode()
|
|||
|
||||
// Use D3DReflect
|
||||
|
||||
ID3D11ShaderReflection* reflect = NULL;
|
||||
ID3D11ShaderReflection* reflect = nullptr;
|
||||
hr = PD3DReflect(bytecode->Data(), bytecode->Size(), IID_ID3D11ShaderReflection, (void**)&reflect);
|
||||
CHECK(SUCCEEDED(hr), "reflect on efb encoder shader");
|
||||
|
||||
// Get number of slots and create dynamic linkage array
|
||||
|
||||
UINT numSlots = reflect->GetNumInterfaceSlots();
|
||||
m_linkageArray.resize(numSlots, NULL);
|
||||
m_linkageArray.resize(numSlots, nullptr);
|
||||
|
||||
// Get interface slots
|
||||
|
||||
|
@ -1342,13 +1342,13 @@ bool PSTextureEncoder::InitDynamicMode()
|
|||
// Class instances will be created at the time they are used
|
||||
|
||||
for (size_t i = 0; i < 4; ++i)
|
||||
m_fetchClass[i] = NULL;
|
||||
m_fetchClass[i] = nullptr;
|
||||
for (size_t i = 0; i < 2; ++i)
|
||||
m_scaledFetchClass[i] = NULL;
|
||||
m_scaledFetchClass[i] = nullptr;
|
||||
for (size_t i = 0; i < 2; ++i)
|
||||
m_intensityClass[i] = NULL;
|
||||
m_intensityClass[i] = nullptr;
|
||||
for (size_t i = 0; i < 16; ++i)
|
||||
m_generatorClass[i] = NULL;
|
||||
m_generatorClass[i] = nullptr;
|
||||
|
||||
reflect->Release();
|
||||
bytecode->Release();
|
||||
|
@ -1378,7 +1378,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
|
|||
|
||||
// FIXME: Not all the possible generators are available as classes yet.
|
||||
// When dynamic mode is usable, implement them.
|
||||
const char* generatorName = NULL;
|
||||
const char* generatorName = nullptr;
|
||||
switch (generatorNum)
|
||||
{
|
||||
case 0x4: generatorName = "cGenerator_4"; break;
|
||||
|
@ -1438,7 +1438,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
|
|||
m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];
|
||||
|
||||
D3D::context->PSSetShader(m_dynamicShader,
|
||||
m_linkageArray.empty() ? NULL : &m_linkageArray[0],
|
||||
m_linkageArray.empty() ? nullptr : &m_linkageArray[0],
|
||||
(UINT)m_linkageArray.size());
|
||||
|
||||
return true;
|
||||
|
|
|
@ -31,13 +31,13 @@ UidChecker<PixelShaderUid,PixelShaderCode> PixelShaderCache::pixel_uid_checker;
|
|||
|
||||
LinearDiskCache<PixelShaderUid, u8> g_ps_disk_cache;
|
||||
|
||||
ID3D11PixelShader* s_ColorMatrixProgram[2] = {NULL};
|
||||
ID3D11PixelShader* s_ColorCopyProgram[2] = {NULL};
|
||||
ID3D11PixelShader* s_DepthMatrixProgram[2] = {NULL};
|
||||
ID3D11PixelShader* s_ClearProgram = NULL;
|
||||
ID3D11PixelShader* s_rgba6_to_rgb8[2] = {NULL};
|
||||
ID3D11PixelShader* s_rgb8_to_rgba6[2] = {NULL};
|
||||
ID3D11Buffer* pscbuf = NULL;
|
||||
ID3D11PixelShader* s_ColorMatrixProgram[2] = {nullptr};
|
||||
ID3D11PixelShader* s_ColorCopyProgram[2] = {nullptr};
|
||||
ID3D11PixelShader* s_DepthMatrixProgram[2] = {nullptr};
|
||||
ID3D11PixelShader* s_ClearProgram = nullptr;
|
||||
ID3D11PixelShader* s_rgba6_to_rgb8[2] = {nullptr};
|
||||
ID3D11PixelShader* s_rgb8_to_rgba6[2] = {nullptr};
|
||||
ID3D11Buffer* pscbuf = nullptr;
|
||||
|
||||
const char clear_program_code[] = {
|
||||
"void main(\n"
|
||||
|
@ -291,7 +291,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
|
|||
char buf[1024];
|
||||
int l = sprintf_s(buf, 1024, color_copy_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
||||
s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
|
||||
CHECK(s_ColorCopyProgram[1]!=NULL, "Create color copy MSAA pixel shader");
|
||||
CHECK(s_ColorCopyProgram[1]!=nullptr, "Create color copy MSAA pixel shader");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], "color copy MSAA pixel shader");
|
||||
return s_ColorCopyProgram[1];
|
||||
}
|
||||
|
@ -307,7 +307,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
|
|||
char buf[1024];
|
||||
int l = sprintf_s(buf, 1024, color_matrix_program_code_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
||||
s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
|
||||
CHECK(s_ColorMatrixProgram[1]!=NULL, "Create color matrix MSAA pixel shader");
|
||||
CHECK(s_ColorMatrixProgram[1]!=nullptr, "Create color matrix MSAA pixel shader");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
|
||||
return s_ColorMatrixProgram[1];
|
||||
}
|
||||
|
@ -323,7 +323,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
|
|||
char buf[1024];
|
||||
int l = sprintf_s(buf, 1024, depth_matrix_program_msaa, D3D::GetAAMode(g_ActiveConfig.iMultisampleMode).Count);
|
||||
s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf, l);
|
||||
CHECK(s_DepthMatrixProgram[1]!=NULL, "Create depth matrix MSAA pixel shader");
|
||||
CHECK(s_DepthMatrixProgram[1]!=nullptr, "Create depth matrix MSAA pixel shader");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
|
||||
return s_DepthMatrixProgram[1];
|
||||
}
|
||||
|
@ -364,28 +364,28 @@ void PixelShaderCache::Init()
|
|||
{
|
||||
unsigned int cbsize = ((sizeof(PixelShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
|
||||
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
||||
D3D::device->CreateBuffer(&cbdesc, NULL, &pscbuf);
|
||||
CHECK(pscbuf!=NULL, "Create pixel shader constant buffer");
|
||||
D3D::device->CreateBuffer(&cbdesc, nullptr, &pscbuf);
|
||||
CHECK(pscbuf!=nullptr, "Create pixel shader constant buffer");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");
|
||||
|
||||
// used when drawing clear quads
|
||||
s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code, sizeof(clear_program_code));
|
||||
CHECK(s_ClearProgram!=NULL, "Create clear pixel shader");
|
||||
CHECK(s_ClearProgram!=nullptr, "Create clear pixel shader");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
|
||||
|
||||
// used when copying/resolving the color buffer
|
||||
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code, sizeof(color_copy_program_code));
|
||||
CHECK(s_ColorCopyProgram[0]!=NULL, "Create color copy pixel shader");
|
||||
CHECK(s_ColorCopyProgram[0]!=nullptr, "Create color copy pixel shader");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");
|
||||
|
||||
// used for color conversion
|
||||
s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code, sizeof(color_matrix_program_code));
|
||||
CHECK(s_ColorMatrixProgram[0]!=NULL, "Create color matrix pixel shader");
|
||||
CHECK(s_ColorMatrixProgram[0]!=nullptr, "Create color matrix pixel shader");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");
|
||||
|
||||
// used for depth copy
|
||||
s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program, sizeof(depth_matrix_program));
|
||||
CHECK(s_DepthMatrixProgram[0]!=NULL, "Create depth matrix pixel shader");
|
||||
CHECK(s_DepthMatrixProgram[0]!=nullptr, "Create depth matrix pixel shader");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");
|
||||
|
||||
Clear();
|
||||
|
@ -405,7 +405,7 @@ void PixelShaderCache::Init()
|
|||
if (g_Config.bEnableShaderDebugging)
|
||||
Clear();
|
||||
|
||||
last_entry = NULL;
|
||||
last_entry = nullptr;
|
||||
}
|
||||
|
||||
// ONLY to be used during shutdown.
|
||||
|
@ -416,7 +416,7 @@ void PixelShaderCache::Clear()
|
|||
PixelShaders.clear();
|
||||
pixel_uid_checker.Invalidate();
|
||||
|
||||
last_entry = NULL;
|
||||
last_entry = nullptr;
|
||||
}
|
||||
|
||||
// Used in Swap() when AA mode has changed
|
||||
|
@ -465,7 +465,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
|||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
||||
return (last_entry->shader != NULL);
|
||||
return (last_entry->shader != nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -480,7 +480,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
|||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_PIXEL_SHADER_CHANGE,true);
|
||||
return (entry.shader != NULL);
|
||||
return (entry.shader != nullptr);
|
||||
}
|
||||
|
||||
// Need to compile a new shader
|
||||
|
@ -512,7 +512,7 @@ bool PixelShaderCache::SetShader(DSTALPHA_MODE dstAlphaMode, u32 components)
|
|||
bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* bytecode, unsigned int bytecodelen)
|
||||
{
|
||||
ID3D11PixelShader* shader = D3D::CreatePixelShaderFromByteCode(bytecode, bytecodelen);
|
||||
if (shader == NULL)
|
||||
if (shader == nullptr)
|
||||
return false;
|
||||
|
||||
// TODO: Somehow make the debug name a bit more specific
|
||||
|
|
|
@ -42,7 +42,7 @@ private:
|
|||
|
||||
std::string code;
|
||||
|
||||
PSCacheEntry() : shader(NULL) {}
|
||||
PSCacheEntry() : shader(nullptr) {}
|
||||
void Destroy() { SAFE_RELEASE(shader); }
|
||||
};
|
||||
|
||||
|
|
|
@ -119,7 +119,7 @@ static const char POINT_GS_COMMON[] =
|
|||
;
|
||||
|
||||
PointGeometryShader::PointGeometryShader()
|
||||
: m_ready(false), m_paramsBuffer(NULL)
|
||||
: m_ready(false), m_paramsBuffer(nullptr)
|
||||
{ }
|
||||
|
||||
void PointGeometryShader::Init()
|
||||
|
@ -132,7 +132,7 @@ void PointGeometryShader::Init()
|
|||
|
||||
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(PointGSParams_Padded),
|
||||
D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
||||
hr = D3D::device->CreateBuffer(&bd, NULL, &m_paramsBuffer);
|
||||
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_paramsBuffer);
|
||||
CHECK(SUCCEEDED(hr), "create point geometry shader params buffer");
|
||||
D3D::SetDebugObjectName(m_paramsBuffer, "point geometry shader params buffer");
|
||||
|
||||
|
@ -178,14 +178,14 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
|
|||
const std::string& numTexCoordsStr = numTexCoordsStream.str();
|
||||
D3D_SHADER_MACRO macros[] = {
|
||||
{ "NUM_TEXCOORDS", numTexCoordsStr.c_str() },
|
||||
{ NULL, NULL }
|
||||
{ nullptr, nullptr }
|
||||
};
|
||||
ID3D11GeometryShader* newShader = D3D::CompileAndCreateGeometryShader(code.GetBuffer(), unsigned int(strlen(code.GetBuffer())), macros);
|
||||
if (!newShader)
|
||||
{
|
||||
WARN_LOG(VIDEO, "Point geometry shader for components 0x%.08X failed to compile", components);
|
||||
// Add dummy shader to prevent trying to compile again
|
||||
m_shaders[components] = NULL;
|
||||
m_shaders[components] = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -217,7 +217,7 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
|
|||
DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
|
||||
pointSize, texOffset, vpWidth, vpHeight);
|
||||
|
||||
D3D::context->GSSetShader(shaderIt->second, NULL, 0);
|
||||
D3D::context->GSSetShader(shaderIt->second, nullptr, 0);
|
||||
D3D::context->GSSetConstantBuffers(0, 1, &m_paramsBuffer);
|
||||
|
||||
return true;
|
||||
|
|
|
@ -44,14 +44,14 @@ static u32 s_LastAA = 0;
|
|||
|
||||
static Television s_television;
|
||||
|
||||
ID3D11Buffer* access_efb_cbuf = NULL;
|
||||
ID3D11BlendState* clearblendstates[4] = {NULL};
|
||||
ID3D11DepthStencilState* cleardepthstates[3] = {NULL};
|
||||
ID3D11BlendState* resetblendstate = NULL;
|
||||
ID3D11DepthStencilState* resetdepthstate = NULL;
|
||||
ID3D11RasterizerState* resetraststate = NULL;
|
||||
ID3D11Buffer* access_efb_cbuf = nullptr;
|
||||
ID3D11BlendState* clearblendstates[4] = {nullptr};
|
||||
ID3D11DepthStencilState* cleardepthstates[3] = {nullptr};
|
||||
ID3D11BlendState* resetblendstate = nullptr;
|
||||
ID3D11DepthStencilState* resetdepthstate = nullptr;
|
||||
ID3D11RasterizerState* resetraststate = nullptr;
|
||||
|
||||
static ID3D11Texture2D* s_screenshot_texture = NULL;
|
||||
static ID3D11Texture2D* s_screenshot_texture = nullptr;
|
||||
|
||||
|
||||
// GX pipeline state
|
||||
|
@ -145,7 +145,7 @@ void SetupDeviceObjects()
|
|||
CHECK(hr==S_OK, "Create rasterizer state for Renderer::ResetAPIState");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)resetraststate, "rasterizer state for Renderer::ResetAPIState");
|
||||
|
||||
s_screenshot_texture = NULL;
|
||||
s_screenshot_texture = nullptr;
|
||||
}
|
||||
|
||||
// Kill off all device objects
|
||||
|
@ -172,7 +172,7 @@ void TeardownDeviceObjects()
|
|||
void CreateScreenshotTexture(const TargetRectangle& rc)
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC scrtex_desc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8G8B8A8_UNORM, rc.GetWidth(), rc.GetHeight(), 1, 1, 0, D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ|D3D11_CPU_ACCESS_WRITE);
|
||||
HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, NULL, &s_screenshot_texture);
|
||||
HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
|
||||
CHECK(hr==S_OK, "Create screenshot staging texture");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
|
||||
}
|
||||
|
@ -385,7 +385,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
|||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
D3D::context->PSSetConstantBuffers(0, 1, &access_efb_cbuf);
|
||||
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), NULL);
|
||||
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr);
|
||||
D3D::SetPointCopySampler();
|
||||
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
|
||||
&RectToLock,
|
||||
|
@ -464,7 +464,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
|
|||
// TODO: The first five PE registers may change behavior of EFB pokes, this isn't implemented, yet.
|
||||
ResetAPIState();
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), NULL);
|
||||
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTexture()->GetRTV(), nullptr);
|
||||
D3D::drawColorQuad(rgbaColor, (float)RectToLock.left * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
|
||||
- (float)RectToLock.top * 2.f / (float)Renderer::GetTargetHeight() + 1.f,
|
||||
(float)RectToLock.right * 2.f / (float)Renderer::GetTargetWidth() - 1.f,
|
||||
|
@ -570,7 +570,7 @@ void Renderer::ReinterpretPixelData(unsigned int convtype)
|
|||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, (float)g_renderer->GetTargetWidth(), (float)g_renderer->GetTargetHeight());
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), NULL);
|
||||
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBColorTempTexture()->GetRTV(), nullptr);
|
||||
D3D::SetPointCopySampler();
|
||||
D3D::drawShadedTexQuad(FramebufferManager::GetEFBColorTexture()->GetSRV(), &source, g_renderer->GetTargetWidth(), g_renderer->GetTargetHeight(), pixel_shader, VertexShaderCache::GetSimpleVertexShader(), VertexShaderCache::GetSimpleInputLayout());
|
||||
|
||||
|
@ -770,7 +770,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
|
|||
if (Height > (s_backbuffer_height - Y)) Height = s_backbuffer_height - Y;
|
||||
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y, (float)Width, (float)Height);
|
||||
D3D::context->RSSetViewports(1, &vp);
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
||||
|
||||
float ClearColor[4] = { 0.f, 0.f, 0.f, 1.f };
|
||||
D3D::context->ClearRenderTargetView(D3D::GetBackBuffer()->GetRTV(), ClearColor);
|
||||
|
@ -999,7 +999,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
|
|||
s_LastEFBScale = g_ActiveConfig.iEFBScale;
|
||||
CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
|
||||
D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), nullptr);
|
||||
|
||||
delete g_framebuffer_manager;
|
||||
g_framebuffer_manager = new FramebufferManager;
|
||||
|
@ -1089,7 +1089,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
|
|||
if (FAILED(hr)) PanicAlert("Fail %s %d, stage=%d\n", __FILE__, __LINE__, stage);
|
||||
else D3D::SetDebugObjectName((ID3D11DeviceChild*)samplerstate[stage], "sampler state used to emulate the GX pipeline");
|
||||
}
|
||||
// else samplerstate[stage] = NULL;
|
||||
// else samplerstate[stage] = nullptr;
|
||||
}
|
||||
D3D::context->PSSetSamplers(0, 8, samplerstate);
|
||||
for (unsigned int stage = 0; stage < 8; stage++)
|
||||
|
@ -1107,13 +1107,13 @@ void Renderer::ApplyState(bool bUseDstAlpha)
|
|||
D3D::context->PSSetConstantBuffers(0, 1, &PixelShaderCache::GetConstantBuffer());
|
||||
D3D::context->VSSetConstantBuffers(0, 1, &VertexShaderCache::GetConstantBuffer());
|
||||
|
||||
D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), NULL, 0);
|
||||
D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), NULL, 0);
|
||||
D3D::context->PSSetShader(PixelShaderCache::GetActiveShader(), nullptr, 0);
|
||||
D3D::context->VSSetShader(VertexShaderCache::GetActiveShader(), nullptr, 0);
|
||||
}
|
||||
|
||||
void Renderer::RestoreState()
|
||||
{
|
||||
ID3D11ShaderResourceView* shader_resources[8] = { NULL };
|
||||
ID3D11ShaderResourceView* shader_resources[8] = { nullptr };
|
||||
D3D::context->PSSetShaderResources(0, 8, shader_resources);
|
||||
|
||||
D3D::stateman->PopBlendState();
|
||||
|
|
|
@ -59,7 +59,7 @@ static const char YUYV_DECODER_PS[] =
|
|||
;
|
||||
|
||||
Television::Television()
|
||||
: m_yuyvTexture(NULL), m_yuyvTextureSRV(NULL), m_pShader(NULL)
|
||||
: m_yuyvTexture(nullptr), m_yuyvTextureSRV(nullptr), m_pShader(nullptr)
|
||||
{ }
|
||||
|
||||
void Television::Init()
|
||||
|
@ -99,7 +99,7 @@ void Television::Init()
|
|||
// Create YUYV-decoding pixel shader
|
||||
|
||||
m_pShader = D3D::CompileAndCreatePixelShader(YUYV_DECODER_PS, sizeof(YUYV_DECODER_PS));
|
||||
CHECK(m_pShader != NULL, "compile and create yuyv decoder pixel shader");
|
||||
CHECK(m_pShader != nullptr, "compile and create yuyv decoder pixel shader");
|
||||
D3D::SetDebugObjectName(m_pShader, "yuyv decoder pixel shader");
|
||||
|
||||
// Create sampler state and set border color
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
namespace DX11
|
||||
{
|
||||
|
||||
static TextureEncoder* g_encoder = NULL;
|
||||
static TextureEncoder* g_encoder = nullptr;
|
||||
const size_t MAX_COPY_BUFFERS = 32;
|
||||
ID3D11Buffer* efbcopycbuf[MAX_COPY_BUFFERS] = { 0 };
|
||||
|
||||
|
@ -43,7 +43,7 @@ bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int l
|
|||
return false;
|
||||
}
|
||||
|
||||
ID3D11Texture2D* pNewTexture = NULL;
|
||||
ID3D11Texture2D* pNewTexture = nullptr;
|
||||
ID3D11Texture2D* pSurface = texture->GetTex();
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
pSurface->GetDesc(&desc);
|
||||
|
@ -52,7 +52,7 @@ bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int l
|
|||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
|
||||
desc.Usage = D3D11_USAGE_STAGING;
|
||||
|
||||
HRESULT hr = D3D::device->CreateTexture2D(&desc, NULL, &pNewTexture);
|
||||
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &pNewTexture);
|
||||
|
||||
bool saved_png = false;
|
||||
|
||||
|
@ -85,7 +85,7 @@ TextureCache::TCacheEntryBase* TextureCache::CreateTexture(unsigned int width,
|
|||
{
|
||||
D3D11_USAGE usage = D3D11_USAGE_DEFAULT;
|
||||
D3D11_CPU_ACCESS_FLAG cpu_access = (D3D11_CPU_ACCESS_FLAG)0;
|
||||
D3D11_SUBRESOURCE_DATA srdata, *data = NULL;
|
||||
D3D11_SUBRESOURCE_DATA srdata, *data = nullptr;
|
||||
|
||||
if (tex_levels == 1)
|
||||
{
|
||||
|
@ -134,7 +134,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
|||
D3D::context->RSSetViewports(1, &vp);
|
||||
|
||||
// set transformation
|
||||
if (NULL == efbcopycbuf[cbufid])
|
||||
if (nullptr == efbcopycbuf[cbufid])
|
||||
{
|
||||
const D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(28 * sizeof(float), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
|
||||
D3D11_SUBRESOURCE_DATA data;
|
||||
|
@ -155,7 +155,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
|||
else
|
||||
D3D::SetPointCopySampler();
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), NULL);
|
||||
D3D::context->OMSetRenderTargets(1, &texture->GetRTV(), nullptr);
|
||||
|
||||
// Create texture copy
|
||||
D3D::drawShadedTexQuad(
|
||||
|
@ -208,7 +208,7 @@ TextureCache::~TextureCache()
|
|||
|
||||
g_encoder->Shutdown();
|
||||
delete g_encoder;
|
||||
g_encoder = NULL;
|
||||
g_encoder = nullptr;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -41,8 +41,8 @@ void VertexManager::CreateDeviceObjects()
|
|||
m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
|
||||
for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
|
||||
{
|
||||
m_index_buffers[m_current_index_buffer] = NULL;
|
||||
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_index_buffers[m_current_index_buffer])),
|
||||
m_index_buffers[m_current_index_buffer] = nullptr;
|
||||
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_index_buffers[m_current_index_buffer])),
|
||||
"Failed to create index buffer.");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager");
|
||||
}
|
||||
|
@ -50,8 +50,8 @@ void VertexManager::CreateDeviceObjects()
|
|||
bufdesc.ByteWidth = VBUFFER_SIZE;
|
||||
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
|
||||
{
|
||||
m_vertex_buffers[m_current_vertex_buffer] = NULL;
|
||||
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertex_buffers[m_current_vertex_buffer])),
|
||||
m_vertex_buffers[m_current_vertex_buffer] = nullptr;
|
||||
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_vertex_buffers[m_current_vertex_buffer])),
|
||||
"Failed to create vertex buffer.");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
|
||||
}
|
||||
|
@ -167,7 +167,7 @@ void VertexManager::Draw(UINT stride)
|
|||
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
|
||||
D3D::context->GSSetShader(NULL, NULL, 0);
|
||||
D3D::context->GSSetShader(nullptr, nullptr, 0);
|
||||
((DX11::Renderer*)g_renderer)->RestoreCull();
|
||||
}
|
||||
}
|
||||
|
@ -191,7 +191,7 @@ void VertexManager::Draw(UINT stride)
|
|||
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
|
||||
D3D::context->GSSetShader(NULL, NULL, 0);
|
||||
D3D::context->GSSetShader(nullptr, nullptr, 0);
|
||||
((DX11::Renderer*)g_renderer)->RestoreCull();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,10 +23,10 @@ const VertexShaderCache::VSCacheEntry *VertexShaderCache::last_entry;
|
|||
VertexShaderUid VertexShaderCache::last_uid;
|
||||
UidChecker<VertexShaderUid,VertexShaderCode> VertexShaderCache::vertex_uid_checker;
|
||||
|
||||
static ID3D11VertexShader* SimpleVertexShader = NULL;
|
||||
static ID3D11VertexShader* ClearVertexShader = NULL;
|
||||
static ID3D11InputLayout* SimpleLayout = NULL;
|
||||
static ID3D11InputLayout* ClearLayout = NULL;
|
||||
static ID3D11VertexShader* SimpleVertexShader = nullptr;
|
||||
static ID3D11VertexShader* ClearVertexShader = nullptr;
|
||||
static ID3D11InputLayout* SimpleLayout = nullptr;
|
||||
static ID3D11InputLayout* ClearLayout = nullptr;
|
||||
|
||||
LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
|
||||
|
||||
|
@ -35,7 +35,7 @@ ID3D11VertexShader* VertexShaderCache::GetClearVertexShader() { return ClearVert
|
|||
ID3D11InputLayout* VertexShaderCache::GetSimpleInputLayout() { return SimpleLayout; }
|
||||
ID3D11InputLayout* VertexShaderCache::GetClearInputLayout() { return ClearLayout; }
|
||||
|
||||
ID3D11Buffer* vscbuf = NULL;
|
||||
ID3D11Buffer* vscbuf = nullptr;
|
||||
|
||||
ID3D11Buffer* &VertexShaderCache::GetConstantBuffer()
|
||||
{
|
||||
|
@ -114,7 +114,7 @@ void VertexShaderCache::Init()
|
|||
|
||||
unsigned int cbsize = ((sizeof(VertexShaderConstants))&(~0xf))+0x10; // must be a multiple of 16
|
||||
D3D11_BUFFER_DESC cbdesc = CD3D11_BUFFER_DESC(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
||||
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, NULL, &vscbuf);
|
||||
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &vscbuf);
|
||||
CHECK(hr==S_OK, "Create vertex shader constant buffer (size=%u)", cbsize);
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
|
||||
|
||||
|
@ -122,7 +122,7 @@ void VertexShaderCache::Init()
|
|||
D3D::CompileVertexShader(simple_shader_code, sizeof(simple_shader_code), &blob);
|
||||
D3D::device->CreateInputLayout(simpleelems, 2, blob->Data(), blob->Size(), &SimpleLayout);
|
||||
SimpleVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
|
||||
if (SimpleLayout == NULL || SimpleVertexShader == NULL) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
|
||||
if (SimpleLayout == nullptr || SimpleVertexShader == nullptr) PanicAlert("Failed to create simple vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
|
||||
blob->Release();
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleVertexShader, "simple vertex shader");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)SimpleLayout, "simple input layout");
|
||||
|
@ -130,7 +130,7 @@ void VertexShaderCache::Init()
|
|||
D3D::CompileVertexShader(clear_shader_code, sizeof(clear_shader_code), &blob);
|
||||
D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
|
||||
ClearVertexShader = D3D::CreateVertexShaderFromByteCode(blob);
|
||||
if (ClearLayout == NULL || ClearVertexShader == NULL) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
|
||||
if (ClearLayout == nullptr || ClearVertexShader == nullptr) PanicAlert("Failed to create clear vertex shader or input layout at %s %d\n", __FILE__, __LINE__);
|
||||
blob->Release();
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearVertexShader, "clear vertex shader");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearLayout, "clear input layout");
|
||||
|
@ -152,7 +152,7 @@ void VertexShaderCache::Init()
|
|||
if (g_Config.bEnableShaderDebugging)
|
||||
Clear();
|
||||
|
||||
last_entry = NULL;
|
||||
last_entry = nullptr;
|
||||
}
|
||||
|
||||
void VertexShaderCache::Clear()
|
||||
|
@ -162,7 +162,7 @@ void VertexShaderCache::Clear()
|
|||
vshaders.clear();
|
||||
vertex_uid_checker.Invalidate();
|
||||
|
||||
last_entry = NULL;
|
||||
last_entry = nullptr;
|
||||
}
|
||||
|
||||
void VertexShaderCache::Shutdown()
|
||||
|
@ -196,7 +196,7 @@ bool VertexShaderCache::SetShader(u32 components)
|
|||
if (uid == last_uid)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return (last_entry->shader != NULL);
|
||||
return (last_entry->shader != nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -209,16 +209,16 @@ bool VertexShaderCache::SetShader(u32 components)
|
|||
last_entry = &entry;
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
|
||||
return (entry.shader != NULL);
|
||||
return (entry.shader != nullptr);
|
||||
}
|
||||
|
||||
VertexShaderCode code;
|
||||
GenerateVertexShaderCode(code, components, API_D3D);
|
||||
|
||||
D3DBlob* pbytecode = NULL;
|
||||
D3DBlob* pbytecode = nullptr;
|
||||
D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &pbytecode);
|
||||
|
||||
if (pbytecode == NULL)
|
||||
if (pbytecode == nullptr)
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
|
||||
return false;
|
||||
|
@ -240,7 +240,7 @@ bool VertexShaderCache::SetShader(u32 components)
|
|||
bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, D3DBlob* bcodeblob)
|
||||
{
|
||||
ID3D11VertexShader* shader = D3D::CreateVertexShaderFromByteCode(bcodeblob);
|
||||
if (shader == NULL)
|
||||
if (shader == nullptr)
|
||||
return false;
|
||||
|
||||
// TODO: Somehow make the debug name a bit more specific
|
||||
|
|
|
@ -40,7 +40,7 @@ private:
|
|||
|
||||
std::string code;
|
||||
|
||||
VSCacheEntry() : shader(NULL), bytecode(NULL) {}
|
||||
VSCacheEntry() : shader(nullptr), bytecode(nullptr) {}
|
||||
void SetByteCode(D3DBlob* blob)
|
||||
{
|
||||
SAFE_RELEASE(bytecode);
|
||||
|
|
|
@ -130,10 +130,10 @@ static const struct QuadVertex
|
|||
} QUAD_VERTS[4] = { { 0, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
|
||||
|
||||
XFBEncoder::XFBEncoder()
|
||||
: m_out(NULL), m_outRTV(NULL), m_outStage(NULL), m_encodeParams(NULL),
|
||||
m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL), m_pShader(NULL),
|
||||
m_xfbEncodeBlendState(NULL), m_xfbEncodeDepthState(NULL),
|
||||
m_xfbEncodeRastState(NULL), m_efbSampler(NULL)
|
||||
: m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr), m_encodeParams(nullptr),
|
||||
m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr), m_pShader(nullptr),
|
||||
m_xfbEncodeBlendState(nullptr), m_xfbEncodeDepthState(nullptr),
|
||||
m_xfbEncodeRastState(nullptr), m_efbSampler(nullptr)
|
||||
{ }
|
||||
|
||||
void XFBEncoder::Init()
|
||||
|
@ -147,7 +147,7 @@ void XFBEncoder::Init()
|
|||
D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC(
|
||||
DXGI_FORMAT_R8G8B8A8_UNORM, MAX_XFB_WIDTH/2, MAX_XFB_HEIGHT, 1, 1,
|
||||
D3D11_BIND_RENDER_TARGET);
|
||||
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out);
|
||||
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out);
|
||||
CHECK(SUCCEEDED(hr), "create xfb encoder output texture");
|
||||
D3D::SetDebugObjectName(m_out, "xfb encoder output texture");
|
||||
|
||||
|
@ -164,7 +164,7 @@ void XFBEncoder::Init()
|
|||
t2dd.Usage = D3D11_USAGE_STAGING;
|
||||
t2dd.BindFlags = 0;
|
||||
t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||
hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage);
|
||||
hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage);
|
||||
CHECK(SUCCEEDED(hr), "create xfb encoder output staging buffer");
|
||||
D3D::SetDebugObjectName(m_outStage, "xfb encoder output staging buffer");
|
||||
|
||||
|
@ -172,7 +172,7 @@ void XFBEncoder::Init()
|
|||
|
||||
D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(XFBEncodeParams),
|
||||
D3D11_BIND_CONSTANT_BUFFER);
|
||||
hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams);
|
||||
hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams);
|
||||
CHECK(SUCCEEDED(hr), "create xfb encode params buffer");
|
||||
D3D::SetDebugObjectName(m_encodeParams, "xfb encoder params buffer");
|
||||
|
||||
|
@ -188,14 +188,14 @@ void XFBEncoder::Init()
|
|||
|
||||
// Create vertex shader
|
||||
|
||||
D3DBlob* bytecode = NULL;
|
||||
D3DBlob* bytecode = nullptr;
|
||||
if (!D3D::CompileVertexShader(XFB_ENCODE_VS, sizeof(XFB_ENCODE_VS), &bytecode))
|
||||
{
|
||||
ERROR_LOG(VIDEO, "XFB encode vertex shader failed to compile");
|
||||
return;
|
||||
}
|
||||
|
||||
hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader);
|
||||
hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader);
|
||||
CHECK(SUCCEEDED(hr), "create xfb encode vertex shader");
|
||||
D3D::SetDebugObjectName(m_vShader, "xfb encoder vertex shader");
|
||||
|
||||
|
@ -279,8 +279,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
|
|||
|
||||
// Set up all the state for XFB encoding
|
||||
|
||||
D3D::context->PSSetShader(m_pShader, NULL, 0);
|
||||
D3D::context->VSSetShader(m_vShader, NULL, 0);
|
||||
D3D::context->PSSetShader(m_pShader, nullptr, 0);
|
||||
D3D::context->VSSetShader(m_vShader, nullptr, 0);
|
||||
|
||||
D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
|
||||
D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
|
||||
|
@ -306,11 +306,11 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
|
|||
params.TexRight = FLOAT(targetRect.right) / g_renderer->GetTargetWidth();
|
||||
params.TexBottom = FLOAT(targetRect.bottom) / g_renderer->GetTargetHeight();
|
||||
params.Gamma = gamma;
|
||||
D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, ¶ms, 0, 0);
|
||||
D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0);
|
||||
|
||||
D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams);
|
||||
|
||||
D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL);
|
||||
D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr);
|
||||
|
||||
ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
|
||||
|
||||
|
@ -329,13 +329,13 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
|
|||
|
||||
// Clean up state
|
||||
|
||||
IUnknown* nullDummy = NULL;
|
||||
IUnknown* nullDummy = nullptr;
|
||||
|
||||
D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy);
|
||||
D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy);
|
||||
D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
|
||||
|
||||
D3D::context->OMSetRenderTargets(0, NULL, NULL);
|
||||
D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
|
||||
|
||||
D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy);
|
||||
|
||||
|
@ -343,8 +343,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
|
|||
D3D::stateman->PopDepthState();
|
||||
D3D::stateman->PopBlendState();
|
||||
|
||||
D3D::context->PSSetShader(NULL, NULL, 0);
|
||||
D3D::context->VSSetShader(NULL, NULL, 0);
|
||||
D3D::context->PSSetShader(nullptr, nullptr, 0);
|
||||
D3D::context->VSSetShader(nullptr, nullptr, 0);
|
||||
|
||||
// Transfer staging buffer to GameCube/Wii RAM
|
||||
|
||||
|
|
|
@ -161,7 +161,7 @@ bool VideoBackend::Initialize(void *&window_handle)
|
|||
UpdateActiveConfig();
|
||||
|
||||
window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Loading - Please wait."));
|
||||
if (window_handle == NULL)
|
||||
if (window_handle == nullptr)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "An error has occurred while trying to create the window.");
|
||||
return false;
|
||||
|
@ -230,8 +230,8 @@ void VideoBackend::Shutdown()
|
|||
delete g_vertex_manager;
|
||||
delete g_texture_cache;
|
||||
delete g_renderer;
|
||||
g_renderer = NULL;
|
||||
g_texture_cache = NULL;
|
||||
g_renderer = nullptr;
|
||||
g_texture_cache = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue