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VideoBackends: Simplify initialization and deinitialization of resources
Approximately three or four times now, the issue of pointers being in an inconsistent state been an issue in the video backend renderers with regards to tripping up other developers. Global (ugh) resources are put into a unique_ptr and will always have a well-defined state of being - null or not null
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25 changed files with 104 additions and 86 deletions
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@ -2,6 +2,8 @@
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <memory>
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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@ -21,7 +23,7 @@
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namespace DX11
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{
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static TextureEncoder* g_encoder = nullptr;
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static std::unique_ptr<TextureEncoder> g_encoder;
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const size_t MAX_COPY_BUFFERS = 32;
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ID3D11Buffer* efbcopycbuf[MAX_COPY_BUFFERS] = { 0 };
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@ -377,7 +379,7 @@ ID3D11PixelShader *GetConvertShader(const char* Type)
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TextureCache::TextureCache()
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{
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// FIXME: Is it safe here?
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g_encoder = new PSTextureEncoder;
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g_encoder = std::make_unique<PSTextureEncoder>();
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g_encoder->Init();
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palette_buf = nullptr;
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@ -407,8 +409,7 @@ TextureCache::~TextureCache()
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SAFE_RELEASE(efbcopycbuf[k]);
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g_encoder->Shutdown();
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delete g_encoder;
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g_encoder = nullptr;
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g_encoder.reset();
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SAFE_RELEASE(palette_buf);
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SAFE_RELEASE(palette_buf_srv);
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@ -129,11 +129,11 @@ void VertexManager::Draw(u32 stride)
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{
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case PRIMITIVE_POINTS:
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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((DX11::Renderer*)g_renderer)->ApplyCullDisable();
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static_cast<Renderer*>(g_renderer.get())->ApplyCullDisable();
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break;
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case PRIMITIVE_LINES:
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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((DX11::Renderer*)g_renderer)->ApplyCullDisable();
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static_cast<Renderer*>(g_renderer.get())->ApplyCullDisable();
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break;
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case PRIMITIVE_TRIANGLES:
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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@ -146,7 +146,7 @@ void VertexManager::Draw(u32 stride)
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INCSTAT(stats.thisFrame.numDrawCalls);
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if (current_primitive_type != PRIMITIVE_TRIANGLES)
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((DX11::Renderer*)g_renderer)->RestoreCull();
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static_cast<Renderer*>(g_renderer.get())->RestoreCull();
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}
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void VertexManager::vFlush(bool useDstAlpha)
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@ -2,6 +2,7 @@
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <memory>
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#include <string>
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#include "Common/FileUtil.h"
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@ -176,10 +177,10 @@ bool VideoBackend::Initialize(void *window_handle)
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void VideoBackend::Video_Prepare()
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{
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// internal interfaces
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g_renderer = new Renderer(m_window_handle);
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g_texture_cache = new TextureCache;
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g_vertex_manager = new VertexManager;
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g_perf_query = new PerfQuery;
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g_renderer = std::make_unique<Renderer>(m_window_handle);
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g_texture_cache = std::make_unique<TextureCache>();
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g_vertex_manager = std::make_unique<VertexManager>();
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g_perf_query = std::make_unique<PerfQuery>();
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VertexShaderCache::Init();
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PixelShaderCache::Init();
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GeometryShaderCache::Init();
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@ -225,14 +226,10 @@ void VideoBackend::Shutdown()
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GeometryShaderCache::Shutdown();
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BBox::Shutdown();
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delete g_perf_query;
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delete g_vertex_manager;
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delete g_texture_cache;
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delete g_renderer;
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g_renderer = nullptr;
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g_texture_cache = nullptr;
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g_vertex_manager = nullptr;
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g_perf_query = nullptr;
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g_perf_query.reset();
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g_vertex_manager.reset();
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g_texture_cache.reset();
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g_renderer.reset();
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}
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}
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