mirror of
https://github.com/libretro/RetroArch
synced 2025-01-30 21:32:45 +00:00
(D3D11) Cleanups
This commit is contained in:
parent
fc2b3f1ed9
commit
96d7c31983
@ -90,41 +90,6 @@ static INLINE UINT D3D11GetResourceEvictionPriority(D3D11Resource resource)
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{
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return resource->lpVtbl->GetEvictionPriority(resource);
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}
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static INLINE void D3D11SetBufferEvictionPriority(D3D11Buffer buffer, UINT eviction_priority)
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{
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buffer->lpVtbl->SetEvictionPriority(buffer, eviction_priority);
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}
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static INLINE UINT D3D11GetBufferEvictionPriority(D3D11Buffer buffer)
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{
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return buffer->lpVtbl->GetEvictionPriority(buffer);
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}
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static INLINE void
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D3D11SetTexture1DEvictionPriority(D3D11Texture1D texture1d, UINT eviction_priority)
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{
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texture1d->lpVtbl->SetEvictionPriority(texture1d, eviction_priority);
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}
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static INLINE UINT D3D11GetTexture1DEvictionPriority(D3D11Texture1D texture1d)
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{
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return texture1d->lpVtbl->GetEvictionPriority(texture1d);
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}
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static INLINE void
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D3D11SetTexture2DEvictionPriority(D3D11Texture2D texture2d, UINT eviction_priority)
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{
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texture2d->lpVtbl->SetEvictionPriority(texture2d, eviction_priority);
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}
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static INLINE UINT D3D11GetTexture2DEvictionPriority(D3D11Texture2D texture2d)
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{
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return texture2d->lpVtbl->GetEvictionPriority(texture2d);
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}
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static INLINE void
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D3D11SetTexture3DEvictionPriority(D3D11Texture3D texture3d, UINT eviction_priority)
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{
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texture3d->lpVtbl->SetEvictionPriority(texture3d, eviction_priority);
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}
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static INLINE UINT D3D11GetTexture3DEvictionPriority(D3D11Texture3D texture3d)
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{
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return texture3d->lpVtbl->GetEvictionPriority(texture3d);
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}
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static INLINE void D3D11GetTexture2DDesc(D3D11Texture2D texture2d, D3D11_TEXTURE2D_DESC* desc)
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{
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texture2d->lpVtbl->GetDesc(texture2d, desc);
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@ -179,56 +144,7 @@ static INLINE UINT D3D11GetCounterDataSize(D3D11Counter counter)
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{
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return counter->lpVtbl->GetDataSize(counter);
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}
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static INLINE void
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D3D11GetClassLinkage(D3D11ClassInstance class_instance, D3D11ClassLinkage* linkage)
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{
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class_instance->lpVtbl->GetClassLinkage(class_instance, linkage);
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}
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static INLINE void
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D3D11GetInstanceName(D3D11ClassInstance class_instance, LPSTR instance_name, SIZE_T* buffer_length)
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{
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class_instance->lpVtbl->GetInstanceName(class_instance, instance_name, buffer_length);
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}
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static INLINE void
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D3D11GetTypeName(D3D11ClassInstance class_instance, LPSTR type_name, SIZE_T* buffer_length)
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{
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class_instance->lpVtbl->GetTypeName(class_instance, type_name, buffer_length);
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}
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static INLINE HRESULT D3D11GetClassInstance(
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D3D11ClassLinkage class_linkage,
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LPCSTR class_instance_name,
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UINT instance_index,
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D3D11ClassInstance* instance)
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{
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return class_linkage->lpVtbl->GetClassInstance(
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class_linkage, class_instance_name, instance_index, instance);
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}
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static INLINE HRESULT D3D11CreateClassInstance(
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D3D11ClassLinkage class_linkage,
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LPCSTR class_type_name,
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UINT constant_buffer_offset,
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UINT constant_vector_offset,
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UINT texture_offset,
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UINT sampler_offset,
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D3D11ClassInstance* instance)
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{
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return class_linkage->lpVtbl->CreateClassInstance(
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class_linkage, class_type_name, constant_buffer_offset, constant_vector_offset,
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texture_offset, sampler_offset, instance);
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}
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static INLINE UINT D3D11GetCommandListContextFlags(D3D11CommandList command_list)
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{
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return command_list->lpVtbl->GetContextFlags(command_list);
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}
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static INLINE void D3D11SetVShaderConstantBuffers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_buffers,
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const D3D11Buffer* constant_buffers)
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{
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device_context->lpVtbl->VSSetConstantBuffers(
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device_context, start_slot, num_buffers, constant_buffers);
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}
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static INLINE void D3D11SetPShaderResources(
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D3D11DeviceContext device_context,
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UINT start_slot,
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@ -240,12 +156,6 @@ static INLINE void D3D11SetPShaderResources(
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shader_resource_views);
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}
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static INLINE void
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D3D11Draw(D3D11DeviceContext device_context, UINT vertex_count, UINT start_vertex_location)
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{
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device_context->lpVtbl->Draw(device_context, vertex_count, start_vertex_location);
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}
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static INLINE void D3D11SetGShaderConstantBuffers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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@ -302,47 +212,7 @@ static INLINE void D3D11SetGShaderSamplers(
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{
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device_context->lpVtbl->GSSetSamplers(device_context, start_slot, num_samplers, samplers);
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}
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static INLINE void D3D11SetRenderTargets(
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D3D11DeviceContext device_context,
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UINT num_views,
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D3D11RenderTargetView* const render_target_views,
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D3D11DepthStencilView depth_stencil_view)
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{
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device_context->lpVtbl->OMSetRenderTargets(
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device_context, num_views, render_target_views, depth_stencil_view);
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}
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static INLINE void D3D11SetRenderTargetsAndUnorderedAccessViews(
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D3D11DeviceContext device_context,
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UINT num_rtvs,
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D3D11RenderTargetView* const render_target_views,
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D3D11DepthStencilView depth_stencil_view,
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UINT uavstart_slot,
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UINT num_uavs,
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D3D11UnorderedAccessView* const unordered_access_views,
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UINT* uavinitial_counts)
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{
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device_context->lpVtbl->OMSetRenderTargetsAndUnorderedAccessViews(
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device_context, num_rtvs, render_target_views, depth_stencil_view, uavstart_slot, num_uavs,
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unordered_access_views, uavinitial_counts);
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}
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static INLINE void D3D11SOSetTargets(
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D3D11DeviceContext device_context,
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UINT num_buffers,
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D3D11Buffer* const sotargets,
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UINT* offsets)
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{
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device_context->lpVtbl->SOSetTargets(device_context, num_buffers, sotargets, offsets);
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}
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static INLINE void D3D11Dispatch(
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D3D11DeviceContext device_context,
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UINT thread_group_count_x,
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UINT thread_group_count_y,
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UINT thread_group_count_z)
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{
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device_context->lpVtbl->Dispatch(
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device_context, thread_group_count_x, thread_group_count_y, thread_group_count_z);
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}
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static INLINE void D3D11DispatchIndirect(
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D3D11DeviceContext device_context,
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D3D11Buffer buffer_for_args,
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@ -483,96 +353,7 @@ static INLINE void D3D11HSSetConstantBuffers(
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device_context->lpVtbl->HSSetConstantBuffers(
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device_context, start_slot, num_buffers, constant_buffers);
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}
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static INLINE void D3D11SetDShaderResources(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_views,
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D3D11ShaderResourceView* const shader_resource_views)
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{
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device_context->lpVtbl->DSSetShaderResources(
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device_context, start_slot, num_views, shader_resource_views);
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}
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static INLINE void D3D11SetDShader(
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D3D11DeviceContext device_context,
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D3D11DomainShader domain_shader,
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D3D11ClassInstance* const class_instances,
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UINT num_class_instances)
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{
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device_context->lpVtbl->DSSetShader(
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device_context, domain_shader, class_instances, num_class_instances);
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}
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static INLINE void D3D11SetDShaderSamplers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_samplers,
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D3D11SamplerState* const samplers)
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{
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device_context->lpVtbl->DSSetSamplers(device_context, start_slot, num_samplers, samplers);
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}
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static INLINE void D3D11SetDShaderConstantBuffers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_buffers,
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D3D11Buffer* const constant_buffers)
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{
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device_context->lpVtbl->DSSetConstantBuffers(
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device_context, start_slot, num_buffers, constant_buffers);
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}
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static INLINE void D3D11SetCShaderResources(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_views,
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D3D11ShaderResourceView* const shader_resource_views)
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{
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device_context->lpVtbl->CSSetShaderResources(
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device_context, start_slot, num_views, shader_resource_views);
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}
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static INLINE void D3D11SetCShaderUnorderedAccessViews(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_uavs,
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D3D11UnorderedAccessView* const unordered_access_views,
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UINT* uavinitial_counts)
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{
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device_context->lpVtbl->CSSetUnorderedAccessViews(
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device_context, start_slot, num_uavs, unordered_access_views, uavinitial_counts);
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}
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static INLINE void D3D11SetCShader(
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D3D11DeviceContext device_context,
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D3D11ComputeShader compute_shader,
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D3D11ClassInstance* const class_instances,
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UINT num_class_instances)
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{
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device_context->lpVtbl->CSSetShader(
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device_context, compute_shader, class_instances, num_class_instances);
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}
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static INLINE void D3D11SetCShaderSamplers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_samplers,
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D3D11SamplerState* const samplers)
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{
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device_context->lpVtbl->CSSetSamplers(device_context, start_slot, num_samplers, samplers);
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}
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static INLINE void D3D11SetCShaderConstantBuffers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_buffers,
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D3D11Buffer* const constant_buffers)
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{
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device_context->lpVtbl->CSSetConstantBuffers(
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device_context, start_slot, num_buffers, constant_buffers);
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}
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static INLINE void D3D11GetVShaderConstantBuffers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_buffers,
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D3D11Buffer* constant_buffers)
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{
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device_context->lpVtbl->VSGetConstantBuffers(
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device_context, start_slot, num_buffers, constant_buffers);
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}
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static INLINE void D3D11GetPShaderResources(
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D3D11DeviceContext device_context,
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UINT start_slot,
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@ -625,90 +406,11 @@ static INLINE void D3D11GetIndexBuffer(
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{
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device_context->lpVtbl->IAGetIndexBuffer(device_context, index_buffer, format, offset);
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}
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static INLINE void D3D11GetGShaderConstantBuffers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_buffers,
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D3D11Buffer* constant_buffers)
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{
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device_context->lpVtbl->GSGetConstantBuffers(
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device_context, start_slot, num_buffers, constant_buffers);
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}
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static INLINE void D3D11GetGShader(
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D3D11DeviceContext device_context,
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D3D11GeometryShader* geometry_shader,
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D3D11ClassInstance* class_instances,
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UINT* num_class_instances)
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{
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device_context->lpVtbl->GSGetShader(
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device_context, geometry_shader, class_instances, num_class_instances);
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}
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static INLINE void
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D3D11GetPrimitiveTopology(D3D11DeviceContext device_context, D3D11_PRIMITIVE_TOPOLOGY* topology)
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{
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device_context->lpVtbl->IAGetPrimitiveTopology(device_context, topology);
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}
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static INLINE void D3D11GetVShaderResources(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_views,
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D3D11ShaderResourceView* shader_resource_views)
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{
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device_context->lpVtbl->VSGetShaderResources(
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device_context, start_slot, num_views, shader_resource_views);
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}
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static INLINE void D3D11GetVShaderSamplers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_samplers,
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D3D11SamplerState* samplers)
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{
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device_context->lpVtbl->VSGetSamplers(device_context, start_slot, num_samplers, samplers);
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}
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static INLINE void D3D11GetPredication(
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D3D11DeviceContext device_context, D3D11Predicate* predicate, BOOL* predicate_value)
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{
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device_context->lpVtbl->GetPredication(device_context, predicate, predicate_value);
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}
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static INLINE void D3D11GetGShaderResources(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_views,
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D3D11ShaderResourceView* shader_resource_views)
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{
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device_context->lpVtbl->GSGetShaderResources(
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device_context, start_slot, num_views, shader_resource_views);
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}
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static INLINE void D3D11GetGShaderSamplers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_samplers,
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D3D11SamplerState* samplers)
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{
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device_context->lpVtbl->GSGetSamplers(device_context, start_slot, num_samplers, samplers);
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}
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static INLINE void D3D11GetRenderTargets(
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D3D11DeviceContext device_context,
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UINT num_views,
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D3D11RenderTargetView* render_target_views,
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D3D11DepthStencilView* depth_stencil_view)
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{
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device_context->lpVtbl->OMGetRenderTargets(
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device_context, num_views, render_target_views, depth_stencil_view);
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}
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static INLINE void D3D11GetRenderTargetsAndUnorderedAccessViews(
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D3D11DeviceContext device_context,
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UINT num_rtvs,
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D3D11RenderTargetView* render_target_views,
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D3D11DepthStencilView* depth_stencil_view,
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UINT uavstart_slot,
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UINT num_uavs,
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D3D11UnorderedAccessView* unordered_access_views)
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{
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device_context->lpVtbl->OMGetRenderTargetsAndUnorderedAccessViews(
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device_context, num_rtvs, render_target_views, depth_stencil_view, uavstart_slot, num_uavs,
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unordered_access_views);
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}
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static INLINE void D3D11GetDepthStencilState(
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D3D11DeviceContext device_context,
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@ -717,26 +419,13 @@ static INLINE void D3D11GetDepthStencilState(
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{
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device_context->lpVtbl->OMGetDepthStencilState(device_context, depth_stencil_state, stencil_ref);
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}
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static INLINE void
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D3D11SOGetTargets(D3D11DeviceContext device_context, UINT num_buffers, D3D11Buffer* sotargets)
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{
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device_context->lpVtbl->SOGetTargets(device_context, num_buffers, sotargets);
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}
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static INLINE void
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D3D11GetState(D3D11DeviceContext device_context, D3D11RasterizerState* rasterizer_state)
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{
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device_context->lpVtbl->RSGetState(device_context, rasterizer_state);
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}
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static INLINE void
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D3D11GetViewports(D3D11DeviceContext device_context, UINT* num_viewports, D3D11_VIEWPORT* viewports)
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{
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device_context->lpVtbl->RSGetViewports(device_context, num_viewports, viewports);
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}
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static INLINE void
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D3D11GetScissorRects(D3D11DeviceContext device_context, UINT* num_rects, D3D11_RECT* rects)
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{
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device_context->lpVtbl->RSGetScissorRects(device_context, num_rects, rects);
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}
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static INLINE void D3D11HSGetShaderResources(
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D3D11DeviceContext device_context,
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UINT start_slot,
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@ -772,85 +461,6 @@ static INLINE void D3D11HSGetConstantBuffers(
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device_context->lpVtbl->HSGetConstantBuffers(
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device_context, start_slot, num_buffers, constant_buffers);
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}
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static INLINE void D3D11GetDShaderResources(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_views,
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D3D11ShaderResourceView* shader_resource_views)
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{
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device_context->lpVtbl->DSGetShaderResources(
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device_context, start_slot, num_views, shader_resource_views);
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}
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static INLINE void D3D11GetDShader(
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D3D11DeviceContext device_context,
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D3D11DomainShader* domain_shader,
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D3D11ClassInstance* class_instances,
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UINT* num_class_instances)
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{
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device_context->lpVtbl->DSGetShader(
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device_context, domain_shader, class_instances, num_class_instances);
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}
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static INLINE void D3D11GetDShaderSamplers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_samplers,
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D3D11SamplerState* samplers)
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{
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device_context->lpVtbl->DSGetSamplers(device_context, start_slot, num_samplers, samplers);
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}
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static INLINE void D3D11GetDShaderConstantBuffers(
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D3D11DeviceContext device_context,
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UINT start_slot,
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UINT num_buffers,
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D3D11Buffer* constant_buffers)
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{
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device_context->lpVtbl->DSGetConstantBuffers(
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device_context, start_slot, num_buffers, constant_buffers);
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}
|
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static INLINE void D3D11GetCShaderResources(
|
||||
D3D11DeviceContext device_context,
|
||||
UINT start_slot,
|
||||
UINT num_views,
|
||||
D3D11ShaderResourceView* shader_resource_views)
|
||||
{
|
||||
device_context->lpVtbl->CSGetShaderResources(
|
||||
device_context, start_slot, num_views, shader_resource_views);
|
||||
}
|
||||
static INLINE void D3D11GetCShaderUnorderedAccessViews(
|
||||
D3D11DeviceContext device_context,
|
||||
UINT start_slot,
|
||||
UINT num_uavs,
|
||||
D3D11UnorderedAccessView* unordered_access_views)
|
||||
{
|
||||
device_context->lpVtbl->CSGetUnorderedAccessViews(
|
||||
device_context, start_slot, num_uavs, unordered_access_views);
|
||||
}
|
||||
static INLINE void D3D11GetCShader(
|
||||
D3D11DeviceContext device_context,
|
||||
D3D11ComputeShader* compute_shader,
|
||||
D3D11ClassInstance* class_instances,
|
||||
UINT* num_class_instances)
|
||||
{
|
||||
device_context->lpVtbl->CSGetShader(
|
||||
device_context, compute_shader, class_instances, num_class_instances);
|
||||
}
|
||||
static INLINE void D3D11GetCShaderSamplers(
|
||||
D3D11DeviceContext device_context,
|
||||
UINT start_slot,
|
||||
UINT num_samplers,
|
||||
D3D11SamplerState* samplers)
|
||||
{
|
||||
device_context->lpVtbl->CSGetSamplers(device_context, start_slot, num_samplers, samplers);
|
||||
}
|
||||
static INLINE void D3D11GetCShaderConstantBuffers(
|
||||
D3D11DeviceContext device_context,
|
||||
UINT start_slot,
|
||||
UINT num_buffers,
|
||||
D3D11Buffer* constant_buffers)
|
||||
{
|
||||
device_context->lpVtbl->CSGetConstantBuffers(
|
||||
device_context, start_slot, num_buffers, constant_buffers);
|
||||
}
|
||||
|
||||
static INLINE UINT D3D11GetDeviceContextContextFlags(D3D11DeviceContext device_context)
|
||||
{
|
||||
|
@ -296,8 +296,10 @@ static void d3d11_render_overlay(d3d11_video_t *d3d11)
|
||||
|
||||
for (i = 0; i < (unsigned)d3d11->overlays.count; i++)
|
||||
{
|
||||
D3D11SetPShaderResources(d3d11->context, 0, 1, &d3d11->overlays.textures[i].view);
|
||||
D3D11Draw(d3d11->context, 1, i);
|
||||
d3d11->context->lpVtbl->PSSetShaderResources(
|
||||
d3d11->context, 0, 1,
|
||||
&d3d11->overlays.textures[i].view);
|
||||
d3d11->context->lpVtbl->Draw(d3d11->context, 1, i);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@ -2056,7 +2058,8 @@ uuidof(ID3D11Texture2D), (void**)&back_buffer);
|
||||
context->lpVtbl->Unmap(context, (D3D11Resource)buffer, 0);
|
||||
|
||||
if (buffer_sem->stage_mask & SLANG_STAGE_VERTEX_MASK)
|
||||
D3D11SetVShaderConstantBuffers(context, buffer_sem->binding, 1, &buffer);
|
||||
context->lpVtbl->VSSetConstantBuffers(context,
|
||||
buffer_sem->binding, 1, &buffer);
|
||||
|
||||
if (buffer_sem->stage_mask & SLANG_STAGE_FRAGMENT_MASK)
|
||||
context->lpVtbl->PSSetConstantBuffers(
|
||||
@ -2082,7 +2085,9 @@ uuidof(ID3D11Texture2D), (void**)&back_buffer);
|
||||
texture_sem++;
|
||||
}
|
||||
|
||||
D3D11SetPShaderResources(context, 0, SLANG_NUM_BINDINGS, textures);
|
||||
context->lpVtbl->PSSetShaderResources(
|
||||
context, 0, SLANG_NUM_BINDINGS,
|
||||
textures);
|
||||
context->lpVtbl->PSSetSamplers(
|
||||
context, 0, SLANG_NUM_BINDINGS, samplers);
|
||||
}
|
||||
@ -2097,7 +2102,7 @@ uuidof(ID3D11Texture2D), (void**)&back_buffer);
|
||||
&d3d11->pass[i].rt.rt_view, NULL);
|
||||
context->lpVtbl->RSSetViewports(context, 1, &d3d11->pass[i].viewport);
|
||||
|
||||
D3D11Draw(context, 4, 0);
|
||||
context->lpVtbl->Draw(context, 4, 0);
|
||||
texture = &d3d11->pass[i].rt;
|
||||
}
|
||||
}
|
||||
@ -2109,7 +2114,7 @@ uuidof(ID3D11Texture2D), (void**)&back_buffer);
|
||||
context->lpVtbl->OMSetRenderTargets(context, 1,
|
||||
&d3d11->back_buffer.rt_view, NULL);
|
||||
context->lpVtbl->ClearRenderTargetView(context,
|
||||
d3d11->back_buffer.rt_view, d3d11->clearcolor);
|
||||
d3d11->back_buffer.rt_view, d3d11->clearcolor);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
@ -2129,14 +2134,16 @@ d3d11->back_buffer.rt_view, d3d11->clearcolor);
|
||||
context->lpVtbl->PSSetShader(context, shader->ps, NULL, 0);
|
||||
context->lpVtbl->GSSetShader(context, shader->gs, NULL, 0);
|
||||
}
|
||||
D3D11SetPShaderResources(context, 0, 1, &texture->view);
|
||||
context->lpVtbl->PSSetShaderResources(
|
||||
context, 0, 1,
|
||||
&texture->view);
|
||||
context->lpVtbl->PSSetSamplers(
|
||||
context, 0, 1,
|
||||
&d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
|
||||
D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->frame.ubo);
|
||||
context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->frame.ubo);
|
||||
}
|
||||
|
||||
D3D11Draw(context, 4, 0);
|
||||
context->lpVtbl->Draw(context, 4, 0);
|
||||
context->lpVtbl->RSSetState(context, d3d11->scissor_enabled);
|
||||
d3d11->context->lpVtbl->RSSetScissorRects(d3d11->context, 1, &d3d11->scissor);
|
||||
context->lpVtbl->OMSetBlendState(context, d3d11->blend_enable,
|
||||
@ -2161,15 +2168,17 @@ d3d11->back_buffer.rt_view, d3d11->clearcolor);
|
||||
d3d11->context->lpVtbl->IASetVertexBuffers(
|
||||
d3d11->context, 0, 1, &d3d11->menu.vbo, &stride, &offset);
|
||||
}
|
||||
D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->ubo);
|
||||
context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->ubo);
|
||||
{
|
||||
d3d11_texture_t *texture = (d3d11_texture_t*)&d3d11->menu.texture;
|
||||
D3D11SetPShaderResources(d3d11->context, 0, 1, &texture->view);
|
||||
d3d11->context->lpVtbl->PSSetShaderResources(
|
||||
d3d11->context, 0, 1,
|
||||
&texture->view);
|
||||
d3d11->context->lpVtbl->PSSetSamplers(
|
||||
d3d11->context, 0, 1,
|
||||
(D3D11SamplerState*)&texture->sampler);
|
||||
}
|
||||
D3D11Draw(context, 4, 0);
|
||||
context->lpVtbl->Draw(context, 4, 0);
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -2183,7 +2192,7 @@ d3d11->back_buffer.rt_view, d3d11->clearcolor);
|
||||
}
|
||||
context->lpVtbl->IASetPrimitiveTopology(context,
|
||||
D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
|
||||
D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->ubo);
|
||||
context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->ubo);
|
||||
context->lpVtbl->PSSetConstantBuffers(
|
||||
context, 0, 1, &d3d11->ubo);
|
||||
{
|
||||
@ -2285,9 +2294,9 @@ d3d11->back_buffer.rt_view, d3d11->clearcolor);
|
||||
context->lpVtbl->PSSetShader(context, shader->ps, NULL, 0);
|
||||
context->lpVtbl->GSSetShader(context, shader->gs, NULL, 0);
|
||||
}
|
||||
D3D11SetVShaderConstantBuffers(context, 0, 1,
|
||||
&d3d11->hdr.ubo);
|
||||
D3D11SetPShaderResources(context, 0, 1,
|
||||
context->lpVtbl->VSSetConstantBuffers(context, 0, 1, &d3d11->hdr.ubo);
|
||||
context->lpVtbl->PSSetShaderResources(
|
||||
context, 0, 1,
|
||||
&d3d11->back_buffer.view);
|
||||
context->lpVtbl->PSSetSamplers(
|
||||
context, 0, 1,
|
||||
@ -2307,9 +2316,10 @@ d3d11->back_buffer.rt_view, d3d11->clearcolor);
|
||||
context->lpVtbl->IASetPrimitiveTopology(context,
|
||||
D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
|
||||
D3D11Draw(context, 4, 0);
|
||||
context->lpVtbl->Draw(context, 4, 0);
|
||||
|
||||
D3D11SetPShaderResources(context, 0, 1, nullSRV);
|
||||
context->lpVtbl->PSSetShaderResources(
|
||||
context, 0, 1, nullSRV);
|
||||
context->lpVtbl->RSSetState(context, d3d11->scissor_enabled);
|
||||
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable,
|
||||
NULL, D3D11_DEFAULT_SAMPLE_MASK);
|
||||
|
@ -63,9 +63,10 @@ static void gfx_display_d3d11_draw(gfx_display_ctx_draw_t *draw,
|
||||
d3d11->context->lpVtbl->PSSetShader(d3d11->context, shader->ps, NULL, 0);
|
||||
d3d11->context->lpVtbl->GSSetShader(d3d11->context, shader->gs, NULL, 0);
|
||||
}
|
||||
D3D11Draw(d3d11->context, draw->coords->vertices, 0);
|
||||
|
||||
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
|
||||
d3d11->context->lpVtbl->Draw(d3d11->context, draw->coords->vertices, 0);
|
||||
d3d11->context->lpVtbl->OMSetBlendState(d3d11->context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
|
||||
|
||||
{
|
||||
d3d11_shader_t *shader = &d3d11->sprites.shader;
|
||||
d3d11->context->lpVtbl->IASetInputLayout(d3d11->context, shader->layout);
|
||||
@ -177,7 +178,8 @@ static void gfx_display_d3d11_draw(gfx_display_ctx_draw_t *draw,
|
||||
d3d11->context, 0, 1, (D3D11SamplerState*)&texture->sampler);
|
||||
}
|
||||
|
||||
D3D11Draw(d3d11->context, vertex_count, d3d11->sprites.offset);
|
||||
d3d11->context->lpVtbl->Draw(d3d11->context, vertex_count,
|
||||
d3d11->sprites.offset);
|
||||
d3d11->sprites.offset += vertex_count;
|
||||
|
||||
if (vertex_count > 1)
|
||||
|
@ -224,7 +224,7 @@ static void d3d11_font_render_line(
|
||||
NULL, D3D11_DEFAULT_SAMPLE_MASK);
|
||||
|
||||
d3d11->context->lpVtbl->PSSetShader(d3d11->context, d3d11->sprites.shader_font.ps, NULL, 0);
|
||||
D3D11Draw(d3d11->context, count, d3d11->sprites.offset);
|
||||
d3d11->context->lpVtbl->Draw(d3d11->context, count, d3d11->sprites.offset);
|
||||
d3d11->context->lpVtbl->PSSetShader(d3d11->context, d3d11->sprites.shader.ps, NULL, 0);
|
||||
|
||||
d3d11->sprites.offset += count;
|
||||
|
Loading…
x
Reference in New Issue
Block a user