From d4833a4618ad0d65ad30be1f6e431def6ae86c23 Mon Sep 17 00:00:00 2001 From: lightningterror Date: Fri, 25 Jan 2019 20:43:43 +0100 Subject: [PATCH] gsdx-d3d11: Add final specifier to some voids. --- plugins/GSdx/Renderers/DX11/GSDevice11.h | 45 +++++++++++++----------- 1 file changed, 24 insertions(+), 21 deletions(-) diff --git a/plugins/GSdx/Renderers/DX11/GSDevice11.h b/plugins/GSdx/Renderers/DX11/GSDevice11.h index 7f4ee21c74..f90df40c7f 100644 --- a/plugins/GSdx/Renderers/DX11/GSDevice11.h +++ b/plugins/GSdx/Renderers/DX11/GSDevice11.h @@ -323,14 +323,14 @@ private: GSTexture* CreateSurface(int type, int w, int h, int format); GSTexture* FetchSurface(int type, int w, int h, int format); - void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c); - void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0); - void DoFXAA(GSTexture* sTex, GSTexture* dTex); - void DoShadeBoost(GSTexture* sTex, GSTexture* dTex); - void DoExternalFX(GSTexture* sTex, GSTexture* dTex); - void RenderOsd(GSTexture* dt); + void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) final; + void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0) final; + void DoFXAA(GSTexture* sTex, GSTexture* dTex) final; + void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) final; + void DoExternalFX(GSTexture* sTex, GSTexture* dTex) final; void InitExternalFX(); void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea + void RenderOsd(GSTexture* dt); // @@ -470,28 +470,28 @@ public: void SetExclusive(bool isExcl); - void DrawPrimitive(); + void DrawPrimitive() final; void DrawIndexedPrimitive(); - void DrawIndexedPrimitive(int offset, int count); + void DrawIndexedPrimitive(int offset, int count) final; void Dispatch(uint32 x, uint32 y, uint32 z); - void ClearRenderTarget(GSTexture* t, const GSVector4& c); - void ClearRenderTarget(GSTexture* t, uint32 c); - void ClearDepth(GSTexture* t); - void ClearStencil(GSTexture* t, uint8 c); + void ClearRenderTarget(GSTexture* t, const GSVector4& c) final; + void ClearRenderTarget(GSTexture* t, uint32 c) final; + void ClearDepth(GSTexture* t) final; + void ClearStencil(GSTexture* t, uint8 c) final; - GSTexture* CreateRenderTarget(int w, int h, int format = 0); - GSTexture* CreateDepthStencil(int w, int h, int format = 0); - GSTexture* CreateTexture(int w, int h, int format = 0); - GSTexture* CreateOffscreen(int w, int h, int format = 0); + GSTexture* CreateRenderTarget(int w, int h, int format = 0) final; + GSTexture* CreateDepthStencil(int w, int h, int format = 0) final; + GSTexture* CreateTexture(int w, int h, int format = 0) final; + GSTexture* CreateOffscreen(int w, int h, int format = 0) final; - GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0); + GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0) final; void CloneTexture(GSTexture* src, GSTexture** dest); void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r); - void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true); + void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true) final; void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true); void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true); @@ -505,17 +505,20 @@ public: void IASetIndexBuffer(ID3D11Buffer* ib); void IASetInputLayout(ID3D11InputLayout* layout); void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology); + void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb); void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL); - void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1); - void PSSetShaderResource(int i, GSTexture* sr); + + void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final; + void PSSetShaderResource(int i, GSTexture* sr) final; void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr); void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb); void PSUpdateShaderState(); void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1); + void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref); void OMSetBlendState(ID3D11BlendState* bs, float bf); - void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL); + void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final; void OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11UnorderedAccessView** uav, uint32* counters, const GSVector4i* scissor = NULL); bool CreateTextureFX();