D3D: Eliminate redundant ID3D11DeviceChild* casts

This commit is contained in:
Lioncash 2017-09-02 14:22:18 -04:00
parent 1191280e76
commit 64de8a9d0b
12 changed files with 85 additions and 104 deletions

View File

@ -386,7 +386,7 @@ HRESULT Create(HWND wnd)
MessageBox(wnd, _T("Failed to associate the window"), _T("Dolphin Direct3D 11 backend"),
MB_OK | MB_ICONERROR);
SetDebugObjectName((ID3D11DeviceChild*)context, "device context");
SetDebugObjectName(context, "device context");
SAFE_RELEASE(factory);
SAFE_RELEASE(adapter);
@ -410,8 +410,8 @@ HRESULT Create(HWND wnd)
backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
CHECK(backbuf != nullptr, "Create back buffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
SetDebugObjectName(backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName(backbuf->GetRTV(), "backbuffer render target view");
context->OMSetRenderTargets(1, &backbuf->GetRTV(), nullptr);
@ -571,8 +571,8 @@ void Reset()
backbuf = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET);
SAFE_RELEASE(buf);
CHECK(backbuf != nullptr, "Create back buffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName((ID3D11DeviceChild*)backbuf->GetRTV(), "backbuffer render target view");
SetDebugObjectName(backbuf->GetTex(), "backbuffer texture");
SetDebugObjectName(backbuf->GetRTV(), "backbuffer render target view");
}
bool BeginFrame()
@ -618,6 +618,29 @@ bool GetFullscreenState()
return !!state;
}
void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name)
{
#if defined(_DEBUG) || defined(DEBUGFAST)
if (resource)
resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)(name ? strlen(name) : 0), name);
#endif
}
std::string GetDebugObjectName(ID3D11DeviceChild* resource)
{
std::string name;
#if defined(_DEBUG) || defined(DEBUGFAST)
if (resource)
{
UINT size = 0;
resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr); // get required size
name.resize(size);
resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, const_cast<char*>(name.data()));
}
#endif
return name;
}
} // namespace D3D
} // namespace DX11

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@ -81,34 +81,8 @@ bool GetFullscreenState();
// This function will assign a name to the given resource.
// The DirectX debug layer will make it easier to identify resources that way,
// e.g. when listing up all resources who have unreleased references.
template <typename T>
void SetDebugObjectName(T resource, const char* name)
{
static_assert(std::is_convertible<T, ID3D11DeviceChild*>::value,
"resource must be convertible to ID3D11DeviceChild*");
#if defined(_DEBUG) || defined(DEBUGFAST)
if (resource)
resource->SetPrivateData(WKPDID_D3DDebugObjectName, (UINT)(name ? strlen(name) : 0), name);
#endif
}
template <typename T>
std::string GetDebugObjectName(T resource)
{
static_assert(std::is_convertible<T, ID3D11DeviceChild*>::value,
"resource must be convertible to ID3D11DeviceChild*");
std::string name;
#if defined(_DEBUG) || defined(DEBUGFAST)
if (resource)
{
UINT size = 0;
resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, nullptr); // get required size
name.resize(size);
resource->GetPrivateData(WKPDID_D3DDebugObjectName, &size, const_cast<char*>(name.data()));
}
#endif
return name;
}
void SetDebugObjectName(ID3D11DeviceChild* resource, const char* name);
std::string GetDebugObjectName(ID3D11DeviceChild* resource);
} // namespace D3D

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@ -345,7 +345,7 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
if (FAILED(hr))
PanicAlert("Fail %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "sampler state used to emulate the GX pipeline");
D3D::SetDebugObjectName(res, "sampler state used to emulate the GX pipeline");
m_sampler.emplace(state.packed, res);
return res;
@ -414,7 +414,7 @@ ID3D11BlendState* StateCache::Get(BlendState state)
if (FAILED(hr))
PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "blend state used to emulate the GX pipeline");
D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
m_blend.emplace(state.packed, res);
return res;
@ -436,8 +436,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizerState state)
if (FAILED(hr))
PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
D3D::SetDebugObjectName((ID3D11DeviceChild*)res,
"rasterizer state used to emulate the GX pipeline");
D3D::SetDebugObjectName(res, "rasterizer state used to emulate the GX pipeline");
m_raster.emplace(state.packed, res);
return res;
@ -482,8 +481,7 @@ ID3D11DepthStencilState* StateCache::Get(ZMode state)
HRESULT hr = D3D::device->CreateDepthStencilState(&depthdc, &res);
if (SUCCEEDED(hr))
D3D::SetDebugObjectName((ID3D11DeviceChild*)res,
"depth-stencil state used to emulate the GX pipeline");
D3D::SetDebugObjectName(res, "depth-stencil state used to emulate the GX pipeline");
else
PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);

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@ -249,7 +249,7 @@ int CD3DFont::Init()
PanicAlert("Failed to create font texture");
return hr;
}
D3D::SetDebugObjectName((ID3D11DeviceChild*)buftex, "texture of a CD3DFont object");
D3D::SetDebugObjectName(buftex, "texture of a CD3DFont object");
// Lock the surface and write the alpha values for the set pixels
D3D11_MAPPED_SUBRESOURCE texmap;
@ -284,7 +284,7 @@ int CD3DFont::Init()
m_pshader = D3D::CompileAndCreatePixelShader(fontpixshader);
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");
D3D::SetDebugObjectName(m_pshader, "pixel shader of a CD3DFont object");
D3DBlob* vsbytecode;
D3D::CompileVertexShader(fontvertshader, &vsbytecode);
@ -293,7 +293,7 @@ int CD3DFont::Init()
m_vshader = D3D::CreateVertexShaderFromByteCode(vsbytecode);
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");
D3D::SetDebugObjectName(m_vshader, "vertex shader of a CD3DFont object");
const D3D11_INPUT_ELEMENT_DESC desc[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
@ -319,13 +319,13 @@ int CD3DFont::Init()
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
hr = D3D::device->CreateBlendState(&blenddesc, &m_blendstate);
CHECK(hr == S_OK, "Create font blend state");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_blendstate, "blend state of a CD3DFont object");
D3D::SetDebugObjectName(m_blendstate, "blend state of a CD3DFont object");
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
0, 0.f, 0.f, false, false, false, false);
hr = D3D::device->CreateRasterizerState(&rastdesc, &m_raststate);
CHECK(hr == S_OK, "Create font rasterizer state");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_raststate, "rasterizer state of a CD3DFont object");
D3D::SetDebugObjectName(m_raststate, "rasterizer state of a CD3DFont object");
D3D11_BUFFER_DESC vbdesc =
CD3D11_BUFFER_DESC(MAX_NUM_VERTICES * sizeof(FONT2DVERTEX), D3D11_BIND_VERTEX_BUFFER,
@ -335,7 +335,7 @@ int CD3DFont::Init()
PanicAlert("Failed to create font vertex buffer at %s, line %d\n", __FILE__, __LINE__);
return hr;
}
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_pVB, "vertex buffer of a CD3DFont object");
D3D::SetDebugObjectName(m_pVB, "vertex buffer of a CD3DFont object");
return S_OK;
}
@ -521,7 +521,7 @@ void InitUtils()
if (FAILED(hr))
PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
else
SetDebugObjectName((ID3D11DeviceChild*)point_copy_sampler, "point copy sampler state");
SetDebugObjectName(point_copy_sampler, "point copy sampler state");
samDesc = CD3D11_SAMPLER_DESC(D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_TEXTURE_ADDRESS_BORDER,
D3D11_TEXTURE_ADDRESS_BORDER, D3D11_TEXTURE_ADDRESS_BORDER, 0.f, 1,
@ -530,7 +530,7 @@ void InitUtils()
if (FAILED(hr))
PanicAlert("Failed to create sampler state at %s %d\n", __FILE__, __LINE__);
else
SetDebugObjectName((ID3D11DeviceChild*)linear_copy_sampler, "linear copy sampler state");
SetDebugObjectName(linear_copy_sampler, "linear copy sampler state");
// cached data used to avoid unnecessarily reloading the vertex buffers
memset(&tex_quad_data, 0, sizeof(tex_quad_data));

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@ -69,9 +69,8 @@ DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_conf
m_texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE);
// TODO: better debug names
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetTex(),
"a texture of the TextureCache");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetSRV(),
D3D::SetDebugObjectName(m_texture->GetTex(), "a texture of the TextureCache");
D3D::SetDebugObjectName(m_texture->GetSRV(),
"shader resource view of a texture of the TextureCache");
SAFE_RELEASE(pTexture);

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

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@ -143,18 +143,18 @@ void GeometryShaderCache::Init()
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateBuffer(&gbdesc, nullptr, &gscbuf);
CHECK(hr == S_OK, "Create geometry shader constant buffer (size=%u)", gbsize);
D3D::SetDebugObjectName((ID3D11DeviceChild*)gscbuf,
D3D::SetDebugObjectName(gscbuf,
"geometry shader constant buffer used to emulate the GX pipeline");
// used when drawing clear quads
ClearGeometryShader = D3D::CompileAndCreateGeometryShader(clear_shader_code);
CHECK(ClearGeometryShader != nullptr, "Create clear geometry shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)ClearGeometryShader, "clear geometry shader");
D3D::SetDebugObjectName(ClearGeometryShader, "clear geometry shader");
// used for buffer copy
CopyGeometryShader = D3D::CompileAndCreateGeometryShader(copy_shader_code);
CHECK(CopyGeometryShader != nullptr, "Create copy geometry shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)CopyGeometryShader, "copy geometry shader");
D3D::SetDebugObjectName(CopyGeometryShader, "copy geometry shader");
Clear();

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@ -130,8 +130,7 @@ void D3DVertexFormat::SetInputLayout(D3DBlob* vs_bytecode)
m_elems.data(), m_num_elems, vs_bytecode->Data(), vs_bytecode->Size(), &m_layout);
if (FAILED(hr))
PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout,
"input layout used to emulate the GX pipeline");
DX11::D3D::SetDebugObjectName(m_layout, "input layout used to emulate the GX pipeline");
}
DX11::D3D::stateman->SetInputLayout(m_layout);
}

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@ -363,8 +363,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled)
std::string buf = StringFromFormat(color_copy_program_code_msaa, g_ActiveConfig.iMultisamples);
s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf);
CHECK(s_ColorCopyProgram[1] != nullptr, "Create color copy MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1],
"color copy MSAA pixel shader");
D3D::SetDebugObjectName(s_ColorCopyProgram[1], "color copy MSAA pixel shader");
return s_ColorCopyProgram[1];
}
}
@ -386,8 +385,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled)
StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples);
s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
CHECK(s_ColorMatrixProgram[1] != nullptr, "Create color matrix MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1],
"color matrix MSAA pixel shader");
D3D::SetDebugObjectName(s_ColorMatrixProgram[1], "color matrix MSAA pixel shader");
return s_ColorMatrixProgram[1];
}
}
@ -408,8 +406,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled)
std::string buf = StringFromFormat(depth_matrix_program_msaa, g_ActiveConfig.iMultisamples);
s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf);
CHECK(s_DepthMatrixProgram[1] != nullptr, "Create depth matrix MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1],
"depth matrix MSAA pixel shader");
D3D::SetDebugObjectName(s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader");
return s_DepthMatrixProgram[1];
}
}
@ -433,7 +430,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram()
std::string buf = StringFromFormat(depth_resolve_program, g_ActiveConfig.iMultisamples);
s_DepthResolveProgram = D3D::CompileAndCreatePixelShader(buf);
CHECK(s_DepthResolveProgram != nullptr, "Create depth matrix MSAA pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader");
D3D::SetDebugObjectName(s_DepthResolveProgram, "depth resolve pixel shader");
return s_DepthResolveProgram;
}
@ -476,33 +473,32 @@ void PixelShaderCache::Init()
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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");
D3D::SetDebugObjectName(pscbuf, "pixel shader constant buffer used to emulate the GX pipeline");
// used when drawing clear quads
s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code);
CHECK(s_ClearProgram != nullptr, "Create clear pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader");
D3D::SetDebugObjectName(s_ClearProgram, "clear pixel shader");
// used for anaglyph stereoscopy
s_AnaglyphProgram = D3D::CompileAndCreatePixelShader(anaglyph_program_code);
CHECK(s_AnaglyphProgram != nullptr, "Create anaglyph pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_AnaglyphProgram, "anaglyph pixel shader");
D3D::SetDebugObjectName(s_AnaglyphProgram, "anaglyph pixel shader");
// used when copying/resolving the color buffer
s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code);
CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader");
D3D::SetDebugObjectName(s_ColorCopyProgram[0], "color copy pixel shader");
// used for color conversion
s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code);
CHECK(s_ColorMatrixProgram[0] != nullptr, "Create color matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader");
D3D::SetDebugObjectName(s_ColorMatrixProgram[0], "color matrix pixel shader");
// used for depth copy
s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program);
CHECK(s_DepthMatrixProgram[0] != nullptr, "Create depth matrix pixel shader");
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader");
D3D::SetDebugObjectName(s_DepthMatrixProgram[0], "depth matrix pixel shader");
Clear();

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@ -208,7 +208,7 @@ TextureCache::TextureCache()
CD3D11_BUFFER_DESC(16, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT);
hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &palette_uniform);
CHECK(SUCCEEDED(hr), "Create palette decoder constant buffer");
D3D::SetDebugObjectName((ID3D11DeviceChild*)palette_uniform,
D3D::SetDebugObjectName(palette_uniform,
"a constant buffer used in TextureCache::CopyRenderTargetToTexture");
}
@ -264,7 +264,7 @@ void TextureCache::CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy,
data.pSysMem = colmat;
HRESULT hr = D3D::device->CreateBuffer(&cbdesc, &data, &s_efbcopycbuf[cbuf_id]);
CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbuf_id);
D3D::SetDebugObjectName((ID3D11DeviceChild*)s_efbcopycbuf[cbuf_id],
D3D::SetDebugObjectName(s_efbcopycbuf[cbuf_id],
"a constant buffer used in TextureCache::CopyRenderTargetToTexture");
}
D3D::stateman->SetPixelConstants(s_efbcopycbuf[cbuf_id]);

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@ -46,7 +46,7 @@ void VertexManager::CreateDeviceObjects()
m_buffers[i] = nullptr;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i])),
"Failed to create buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_buffers[i], "Buffer of VertexManager");
D3D::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager");
}
m_currentBuffer = 0;

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@ -141,8 +141,7 @@ void VertexShaderCache::Init()
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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");
D3D::SetDebugObjectName(vscbuf, "vertex shader constant buffer used to emulate the GX pipeline");
D3DBlob* blob;
D3D::CompileVertexShader(simple_shader_code, &blob);
@ -152,8 +151,8 @@ void VertexShaderCache::Init()
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");
D3D::SetDebugObjectName(SimpleVertexShader, "simple vertex shader");
D3D::SetDebugObjectName(SimpleLayout, "simple input layout");
D3D::CompileVertexShader(clear_shader_code, &blob);
D3D::device->CreateInputLayout(clearelems, 2, blob->Data(), blob->Size(), &ClearLayout);
@ -162,8 +161,8 @@ void VertexShaderCache::Init()
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");
D3D::SetDebugObjectName(ClearVertexShader, "clear vertex shader");
D3D::SetDebugObjectName(ClearLayout, "clear input layout");
Clear();