GS-d3d11: Cleanup GSDevice11 a bit.

Use const if possible, declare and initialize HRESULT at the same time
when possible.
This commit is contained in:
lightningterror 2021-09-18 17:54:32 +02:00
parent e45aa63a8b
commit 963f071a70
1 changed files with 36 additions and 44 deletions

View File

@ -199,7 +199,7 @@ bool GSDevice11::Create(const std::shared_ptr<GSWnd>& wnd)
{ {
// HACK: check nVIDIA // HACK: check nVIDIA
// Note: It can cause issues on several games such as SOTC, Fatal Frame, plus it adds border offset. // 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; 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<GSWnd>& wnd)
m_dev->CreateBlendState(&blend, m_date.bs.put()); 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<GSTexture>( m_font = std::unique_ptr<GSTexture>(
CreateSurface(GSTexture::Texture, tex_font.x, tex_font.y, DXGI_FORMAT_R8_UNORM)); 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) if (!t)
return; 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); 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) GSTexture* GSDevice11::CreateSurface(int type, int w, int h, int format)
{ {
HRESULT hr;
D3D11_TEXTURE2D_DESC desc; D3D11_TEXTURE2D_DESC desc;
memset(&desc, 0, sizeof(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; desc.Usage = D3D11_USAGE_DEFAULT;
// mipmap = m_mipmap > 1 || m_filter != TriFiltering::None; // mipmap = m_mipmap > 1 || m_filter != TriFiltering::None;
bool mipmap = m_mipmap > 1; const bool mipmap = m_mipmap > 1;
int layers = mipmap && format == DXGI_FORMAT_R8G8B8A8_UNORM ? (int)log2(std::max(w, h)) : 1; const int layers = mipmap && format == DXGI_FORMAT_R8G8B8A8_UNORM ? (int)log2(std::max(w, h)) : 1;
switch (type) switch (type)
{ {
@ -603,7 +601,7 @@ GSTexture* GSDevice11::CreateSurface(int type, int w, int h, int format)
GSTexture11* t = NULL; GSTexture11* t = NULL;
wil::com_ptr_nothrow<ID3D11Texture2D> texture; wil::com_ptr_nothrow<ID3D11Texture2D> texture;
hr = m_dev->CreateTexture2D(&desc, nullptr, texture.put()); HRESULT hr = m_dev->CreateTexture2D(&desc, nullptr, texture.put());
if (SUCCEEDED(hr)) 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 // DX api isn't happy if we pass a box for depth copy
// It complains that depth/multisample must be a full copy // It complains that depth/multisample must be a full copy
// and asks us to use a NULL for the box // 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; auto pBox = depth ? nullptr : &box;
m_ctx->CopySubresourceRegion(*(GSTexture11*)dTex, 0, 0, 0, 0, *(GSTexture11*)sTex, 0, pBox); 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; return;
} }
int w = src->GetWidth(); const int w = src->GetWidth();
int h = src->GetHeight(); const int h = src->GetHeight();
if (src->GetType() == GSTexture::DepthStencil) if (src->GetType() == GSTexture::DepthStencil)
*dest = CreateDepthStencil(w, h, src->GetFormat()); *dest = CreateDepthStencil(w, h, src->GetFormat());
@ -740,12 +738,12 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
return; 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]); || ps == m_convert.ps[ShaderConvert_RGBA8_TO_FLOAT16] || ps == m_convert.ps[ShaderConvert_RGB5A1_TO_FLOAT16]);
BeginScene(); BeginScene();
GSVector2i ds = dTex->GetSize(); const GSVector2i ds = dTex->GetSize();
// om // om
@ -764,10 +762,10 @@ void GSDevice11::StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture*
// ia // ia
float left = dRect.x * 2 / ds.x - 1.0f; const float left = dRect.x * 2 / ds.x - 1.0f;
float top = 1.0f - dRect.y * 2 / ds.y; const float top = 1.0f - dRect.y * 2 / ds.y;
float right = dRect.z * 2 / ds.x - 1.0f; const float right = dRect.z * 2 / ds.x - 1.0f;
float bottom = 1.0f - dRect.w * 2 / ds.y; const float bottom = 1.0f - dRect.w * 2 / ds.y;
GSVertexPT1 vertices[] = 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) 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; const bool slbg = PMODE.SLBG;
bool mmod = PMODE.MMOD; const bool mmod = PMODE.MMOD;
ClearRenderTarget(dTex, c); 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) 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); const GSVector4 sRect(0, 0, 1, 1);
GSVector4 dRect(0.0f, yoffset, s.x, s.y + yoffset); const GSVector4 dRect(0.0f, yoffset, s.x, s.y + yoffset);
InterlaceConstantBuffer cb; InterlaceConstantBuffer cb;
@ -891,10 +889,10 @@ void GSDevice11::DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool
void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex) void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
{ {
GSVector2i s = dTex->GetSize(); const GSVector2i s = dTex->GetSize();
GSVector4 sRect(0, 0, 1, 1); const GSVector4 sRect(0, 0, 1, 1);
GSVector4 dRect(0, 0, s.x, s.y); const GSVector4 dRect(0, 0, s.x, s.y);
ExternalFXConstantBuffer cb; ExternalFXConstantBuffer cb;
@ -941,10 +939,10 @@ void GSDevice11::DoExternalFX(GSTexture* sTex, GSTexture* dTex)
void GSDevice11::DoFXAA(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); const GSVector4 sRect(0, 0, 1, 1);
GSVector4 dRect(0, 0, s.x, s.y); const GSVector4 dRect(0, 0, s.x, s.y);
FXAAConstantBuffer cb; FXAAConstantBuffer cb;
@ -976,10 +974,10 @@ void GSDevice11::DoFXAA(GSTexture* sTex, GSTexture* dTex)
void GSDevice11::DoShadeBoost(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); const GSVector4 sRect(0, 0, 1, 1);
GSVector4 dRect(0, 0, s.x, s.y); const GSVector4 dRect(0, 0, s.x, s.y);
ShadeBoostConstantBuffer cb; ShadeBoostConstantBuffer cb;
@ -1068,7 +1066,7 @@ bool GSDevice11::IAMapVertexBuffer(void** vertex, size_t stride, size_t count)
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 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)) if (FAILED(hr))
return false; return false;
@ -1112,8 +1110,8 @@ void GSDevice11::IASetVertexBuffer(ID3D11Buffer* vb, size_t stride)
m_state.vb = vb; m_state.vb = vb;
m_state.vb_stride = stride; m_state.vb_stride = stride;
uint32 stride2 = stride; const uint32 stride2 = stride;
uint32 offset = 0; const uint32 offset = 0;
m_ctx->IASetVertexBuffers(0, 1, &vb, &stride2, &offset); 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.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
HRESULT hr; HRESULT hr = m_dev->CreateBuffer(&bd, nullptr, m_ib.put());
hr = m_dev->CreateBuffer(&bd, nullptr, m_ib.put());
if (FAILED(hr)) if (FAILED(hr))
return; return;
@ -1347,7 +1343,7 @@ void GSDevice11::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector
m_ctx->OMSetRenderTargets(1, &rtv, dsv); 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) if (m_state.viewport != size)
{ {
m_state.viewport = size; m_state.viewport = size;
@ -1421,13 +1417,11 @@ void GSDevice11::CreateShader(const std::vector<char>& source, const char* fn, I
void GSDevice11::CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs) void GSDevice11::CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs)
{ {
HRESULT hr;
wil::com_ptr_nothrow<ID3DBlob> shader; wil::com_ptr_nothrow<ID3DBlob> shader;
CompileShader(source, fn, include, entry, macro, shader.put(), m_shader.gs); 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)) if (FAILED(hr))
{ {
@ -1437,13 +1431,11 @@ void GSDevice11::CreateShader(const std::vector<char>& source, const char* fn, I
void GSDevice11::CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps) void GSDevice11::CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps)
{ {
HRESULT hr;
wil::com_ptr_nothrow<ID3DBlob> shader; wil::com_ptr_nothrow<ID3DBlob> shader;
CompileShader(source, fn, include, entry, macro, shader.put(), m_shader.ps); 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)) if (FAILED(hr))
{ {