diff --git a/pcsx2/GS/Renderers/DX11/GSDevice11.cpp b/pcsx2/GS/Renderers/DX11/GSDevice11.cpp index e63cd03dc2..8fdb8bb544 100644 --- a/pcsx2/GS/Renderers/DX11/GSDevice11.cpp +++ b/pcsx2/GS/Renderers/DX11/GSDevice11.cpp @@ -199,7 +199,7 @@ bool GSDevice11::Create(const std::shared_ptr& wnd) { // HACK: check nVIDIA // Note: It can cause issues on several games such as SOTC, Fatal Frame, plus it adds border offset. - bool disable_safe_features = theApp.GetConfigB("UserHacks") && theApp.GetConfigB("UserHacks_Disable_Safe_Features"); + const bool disable_safe_features = theApp.GetConfigB("UserHacks") && theApp.GetConfigB("UserHacks_Disable_Safe_Features"); m_hack_topleft_offset = (m_upscale_multiplier != 1 && nvidia_vendor && !disable_safe_features) ? -0.01f : 0.0f; } @@ -413,7 +413,7 @@ bool GSDevice11::Create(const std::shared_ptr& wnd) m_dev->CreateBlendState(&blend, m_date.bs.put()); - GSVector2i tex_font = m_osd.get_texture_font_size(); + const GSVector2i tex_font = m_osd.get_texture_font_size(); m_font = std::unique_ptr( CreateSurface(GSTexture::Texture, tex_font.x, tex_font.y, DXGI_FORMAT_R8_UNORM)); @@ -541,7 +541,7 @@ void GSDevice11::ClearRenderTarget(GSTexture* t, uint32 c) { if (!t) return; - GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255); + const GSVector4 color = GSVector4::rgba32(c) * (1.0f / 255); m_ctx->ClearRenderTargetView(*(GSTexture11*)t, color.v); } @@ -562,8 +562,6 @@ void GSDevice11::ClearStencil(GSTexture* t, uint8 c) GSTexture* GSDevice11::CreateSurface(int type, int w, int h, int format) { - HRESULT hr; - D3D11_TEXTURE2D_DESC desc; memset(&desc, 0, sizeof(desc)); @@ -579,8 +577,8 @@ GSTexture* GSDevice11::CreateSurface(int type, int w, int h, int format) desc.Usage = D3D11_USAGE_DEFAULT; // mipmap = m_mipmap > 1 || m_filter != TriFiltering::None; - bool mipmap = m_mipmap > 1; - int layers = mipmap && format == DXGI_FORMAT_R8G8B8A8_UNORM ? (int)log2(std::max(w, h)) : 1; + const bool mipmap = m_mipmap > 1; + const int layers = mipmap && format == DXGI_FORMAT_R8G8B8A8_UNORM ? (int)log2(std::max(w, h)) : 1; switch (type) { @@ -603,7 +601,7 @@ GSTexture* GSDevice11::CreateSurface(int type, int w, int h, int format) GSTexture11* t = NULL; wil::com_ptr_nothrow texture; - hr = m_dev->CreateTexture2D(&desc, nullptr, texture.put()); + HRESULT hr = m_dev->CreateTexture2D(&desc, nullptr, texture.put()); if (SUCCEEDED(hr)) { @@ -678,7 +676,7 @@ void GSDevice11::CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r) // DX api isn't happy if we pass a box for depth copy // It complains that depth/multisample must be a full copy // and asks us to use a NULL for the box - bool depth = (sTex->GetType() == GSTexture::DepthStencil); + const bool depth = (sTex->GetType() == GSTexture::DepthStencil); auto pBox = depth ? nullptr : &box; m_ctx->CopySubresourceRegion(*(GSTexture11*)dTex, 0, 0, 0, 0, *(GSTexture11*)sTex, 0, pBox); @@ -692,8 +690,8 @@ void GSDevice11::CloneTexture(GSTexture* src, GSTexture** dest) return; } - int w = src->GetWidth(); - int h = src->GetHeight(); + const int w = src->GetWidth(); + const int h = src->GetHeight(); if (src->GetType() == GSTexture::DepthStencil) *dest = CreateDepthStencil(w, h, src->GetFormat()); @@ -740,12 +738,12 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* return; } - bool draw_in_depth = (ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT32] || ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT24] + const bool draw_in_depth = (ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT32] || ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT24] || ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT16] || ps == m_convert.ps[ShaderConvert_RGB5A1_TO_FLOAT16]); BeginScene(); - GSVector2i ds = dTex->GetSize(); + const GSVector2i ds = dTex->GetSize(); // om @@ -764,10 +762,10 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* // ia - float left = dRect.x * 2 / ds.x - 1.0f; - float top = 1.0f - dRect.y * 2 / ds.y; - float right = dRect.z * 2 / ds.x - 1.0f; - float bottom = 1.0f - dRect.w * 2 / ds.y; + const float left = dRect.x * 2 / ds.x - 1.0f; + const float top = 1.0f - dRect.y * 2 / ds.y; + const float right = dRect.z * 2 / ds.x - 1.0f; + const float bottom = 1.0f - dRect.w * 2 / ds.y; GSVertexPT1 vertices[] = { @@ -854,8 +852,8 @@ void GSDevice11::RenderOsd(GSTexture* dt) void GSDevice11::DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) { - bool slbg = PMODE.SLBG; - bool mmod = PMODE.MMOD; + const bool slbg = PMODE.SLBG; + const bool mmod = PMODE.MMOD; ClearRenderTarget(dTex, c); @@ -874,10 +872,10 @@ void GSDevice11::DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, void GSDevice11::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset) { - GSVector4 s = GSVector4(dTex->GetSize()); + const GSVector4 s = GSVector4(dTex->GetSize()); - GSVector4 sRect(0, 0, 1, 1); - GSVector4 dRect(0.0f, yoffset, s.x, s.y + yoffset); + const GSVector4 sRect(0, 0, 1, 1); + const GSVector4 dRect(0.0f, yoffset, s.x, s.y + yoffset); InterlaceConstantBuffer cb; @@ -891,10 +889,10 @@ void GSDevice11::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex) { - GSVector2i s = dTex->GetSize(); + const GSVector2i s = dTex->GetSize(); - GSVector4 sRect(0, 0, 1, 1); - GSVector4 dRect(0, 0, s.x, s.y); + const GSVector4 sRect(0, 0, 1, 1); + const GSVector4 dRect(0, 0, s.x, s.y); ExternalFXConstantBuffer cb; @@ -941,10 +939,10 @@ void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex) void GSDevice11::DoFXAA(GSTexture* sTex, GSTexture* dTex) { - GSVector2i s = dTex->GetSize(); + const GSVector2i s = dTex->GetSize(); - GSVector4 sRect(0, 0, 1, 1); - GSVector4 dRect(0, 0, s.x, s.y); + const GSVector4 sRect(0, 0, 1, 1); + const GSVector4 dRect(0, 0, s.x, s.y); FXAAConstantBuffer cb; @@ -976,10 +974,10 @@ void GSDevice11::DoFXAA(GSTexture* sTex, GSTexture* dTex) void GSDevice11::DoShadeBoost(GSTexture* sTex, GSTexture* dTex) { - GSVector2i s = dTex->GetSize(); + const GSVector2i s = dTex->GetSize(); - GSVector4 sRect(0, 0, 1, 1); - GSVector4 dRect(0, 0, s.x, s.y); + const GSVector4 sRect(0, 0, 1, 1); + const GSVector4 dRect(0, 0, s.x, s.y); ShadeBoostConstantBuffer cb; @@ -1068,7 +1066,7 @@ bool GSDevice11::IAMapVertexBuffer(void** vertex, size_t stride, size_t count) bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - HRESULT hr = m_dev->CreateBuffer(&bd, nullptr, m_vb.put()); + const HRESULT hr = m_dev->CreateBuffer(&bd, nullptr, m_vb.put()); if (FAILED(hr)) return false; @@ -1112,8 +1110,8 @@ void GSDevice11::IASetVertexBuffer(ID3D11Buffer* vb, size_t stride) m_state.vb = vb; m_state.vb_stride = stride; - uint32 stride2 = stride; - uint32 offset = 0; + const uint32 stride2 = stride; + const uint32 offset = 0; m_ctx->IASetVertexBuffers(0, 1, &vb, &stride2, &offset); } @@ -1142,9 +1140,7 @@ void GSDevice11::IASetIndexBuffer(const void* index, size_t count) bd.BindFlags = D3D11_BIND_INDEX_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - HRESULT hr; - - hr = m_dev->CreateBuffer(&bd, nullptr, m_ib.put()); + HRESULT hr = m_dev->CreateBuffer(&bd, nullptr, m_ib.put()); if (FAILED(hr)) return; @@ -1347,7 +1343,7 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector m_ctx->OMSetRenderTargets(1, &rtv, dsv); } - GSVector2i size = rt ? rt->GetSize() : ds->GetSize(); + const GSVector2i size = rt ? rt->GetSize() : ds->GetSize(); if (m_state.viewport != size) { m_state.viewport = size; @@ -1421,13 +1417,11 @@ void GSDevice11::CreateShader(const std::vector& source, const char* fn, I void GSDevice11::CreateShader(const std::vector& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs) { - HRESULT hr; - wil::com_ptr_nothrow shader; CompileShader(source, fn, include, entry, macro, shader.put(), m_shader.gs); - hr = m_dev->CreateGeometryShader(shader->GetBufferPointer(), shader->GetBufferSize(), nullptr, gs); + HRESULT hr = m_dev->CreateGeometryShader(shader->GetBufferPointer(), shader->GetBufferSize(), nullptr, gs); if (FAILED(hr)) { @@ -1437,13 +1431,11 @@ void GSDevice11::CreateShader(const std::vector& source, const char* fn, I void GSDevice11::CreateShader(const std::vector& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps) { - HRESULT hr; - wil::com_ptr_nothrow shader; CompileShader(source, fn, include, entry, macro, shader.put(), m_shader.ps); - hr = m_dev->CreatePixelShader(shader->GetBufferPointer(), shader->GetBufferSize(), nullptr, ps); + HRESULT hr = m_dev->CreatePixelShader(shader->GetBufferPointer(), shader->GetBufferSize(), nullptr, ps); if (FAILED(hr)) {