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https://github.com/dolphin-emu/dolphin.git
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D3D: Eliminate redundant ID3D11DeviceChild* casts
This commit is contained in:
@ -125,11 +125,9 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
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DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
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(sample_desc.Count > 1));
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(),
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"EFB color texture shader resource view");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(),
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"EFB color texture render target view");
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D3D::SetDebugObjectName(m_efb.color_tex->GetTex(), "EFB color texture");
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D3D::SetDebugObjectName(m_efb.color_tex->GetSRV(), "EFB color texture shader resource view");
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D3D::SetDebugObjectName(m_efb.color_tex->GetRTV(), "EFB color texture render target view");
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// Temporary EFB color texture - used in ReinterpretPixelData
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texdesc =
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@ -144,11 +142,10 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
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DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM,
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(sample_desc.Count > 1));
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(),
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"EFB color temp texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(),
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D3D::SetDebugObjectName(m_efb.color_temp_tex->GetTex(), "EFB color temp texture");
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D3D::SetDebugObjectName(m_efb.color_temp_tex->GetSRV(),
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"EFB color temp texture shader resource view");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetRTV(),
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D3D::SetDebugObjectName(m_efb.color_temp_tex->GetRTV(),
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"EFB color temp texture render target view");
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// Render buffer for AccessEFB (color data)
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@ -157,10 +154,10 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
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CHECK(hr == S_OK, "create EFB color read texture (hr=%#x)", hr);
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m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_read_texture->GetTex(),
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D3D::SetDebugObjectName(m_efb.color_read_texture->GetTex(),
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"EFB color read texture (used in Renderer::AccessEFB)");
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D3D::SetDebugObjectName(
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(ID3D11DeviceChild*)m_efb.color_read_texture->GetRTV(),
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m_efb.color_read_texture->GetRTV(),
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"EFB color read texture render target view (used in Renderer::AccessEFB)");
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
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@ -168,7 +165,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
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D3D11_CPU_ACCESS_READ);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf);
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CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf,
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D3D::SetDebugObjectName(m_efb.color_staging_buf,
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"EFB color staging texture (used for Renderer::AccessEFB)");
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// EFB depth buffer - primary depth buffer
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@ -183,11 +180,9 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
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buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE),
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DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1));
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(),
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"EFB depth texture depth stencil view");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(),
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"EFB depth texture shader resource view");
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D3D::SetDebugObjectName(m_efb.depth_tex->GetTex(), "EFB depth texture");
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D3D::SetDebugObjectName(m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view");
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D3D::SetDebugObjectName(m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view");
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// Render buffer for AccessEFB (depth data)
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texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET);
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@ -195,10 +190,10 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
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CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr);
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m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(),
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D3D::SetDebugObjectName(m_efb.depth_read_texture->GetTex(),
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"EFB depth read texture (used in Renderer::AccessEFB)");
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D3D::SetDebugObjectName(
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(ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(),
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m_efb.depth_read_texture->GetRTV(),
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"EFB depth read texture render target view (used in Renderer::AccessEFB)");
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// AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture
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@ -206,7 +201,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
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D3D11_CPU_ACCESS_READ);
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hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf);
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CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf,
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D3D::SetDebugObjectName(m_efb.depth_staging_buf,
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"EFB depth staging texture (used for Renderer::AccessEFB)");
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if (g_ActiveConfig.iMultisamples > 1)
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@ -221,9 +216,8 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
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m_efb.resolved_color_tex =
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new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(),
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"EFB color resolve texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(),
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D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture");
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D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetSRV(),
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"EFB color resolve texture shader resource view");
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texdesc =
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@ -236,9 +230,8 @@ FramebufferManager::FramebufferManager(int target_width, int target_height)
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buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET),
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DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT);
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SAFE_RELEASE(buf);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(),
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"EFB depth resolve texture");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(),
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D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture");
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D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetSRV(),
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"EFB depth resolve texture shader resource view");
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}
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else
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