mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Add final specifier to some voids.
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@ -323,14 +323,14 @@ private:
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GSTexture* CreateSurface(int type, int w, int h, int format);
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GSTexture* CreateSurface(int type, int w, int h, int format);
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GSTexture* FetchSurface(int type, int w, int h, int format);
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GSTexture* FetchSurface(int type, int w, int h, int format);
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void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c);
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void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) final;
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void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
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void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0) final;
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void DoFXAA(GSTexture* sTex, GSTexture* dTex);
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void DoFXAA(GSTexture* sTex, GSTexture* dTex) final;
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void DoShadeBoost(GSTexture* sTex, GSTexture* dTex);
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void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) final;
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void DoExternalFX(GSTexture* sTex, GSTexture* dTex);
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void DoExternalFX(GSTexture* sTex, GSTexture* dTex) final;
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void RenderOsd(GSTexture* dt);
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void InitExternalFX();
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void InitExternalFX();
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void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea
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void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea
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void RenderOsd(GSTexture* dt);
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//
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//
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@ -470,28 +470,28 @@ public:
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void SetExclusive(bool isExcl);
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void SetExclusive(bool isExcl);
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void DrawPrimitive();
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void DrawPrimitive() final;
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void DrawIndexedPrimitive();
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void DrawIndexedPrimitive();
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void DrawIndexedPrimitive(int offset, int count);
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void DrawIndexedPrimitive(int offset, int count) final;
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void Dispatch(uint32 x, uint32 y, uint32 z);
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void Dispatch(uint32 x, uint32 y, uint32 z);
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void ClearRenderTarget(GSTexture* t, const GSVector4& c);
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void ClearRenderTarget(GSTexture* t, const GSVector4& c) final;
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void ClearRenderTarget(GSTexture* t, uint32 c);
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void ClearRenderTarget(GSTexture* t, uint32 c) final;
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void ClearDepth(GSTexture* t);
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void ClearDepth(GSTexture* t) final;
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void ClearStencil(GSTexture* t, uint8 c);
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void ClearStencil(GSTexture* t, uint8 c) final;
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GSTexture* CreateRenderTarget(int w, int h, int format = 0);
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GSTexture* CreateRenderTarget(int w, int h, int format = 0) final;
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GSTexture* CreateDepthStencil(int w, int h, int format = 0);
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GSTexture* CreateDepthStencil(int w, int h, int format = 0) final;
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GSTexture* CreateTexture(int w, int h, int format = 0);
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GSTexture* CreateTexture(int w, int h, int format = 0) final;
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GSTexture* CreateOffscreen(int w, int h, int format = 0);
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GSTexture* CreateOffscreen(int w, int h, int format = 0) final;
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GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0);
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GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0) final;
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void CloneTexture(GSTexture* src, GSTexture** dest);
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void CloneTexture(GSTexture* src, GSTexture** dest);
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void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
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void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true) final;
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, bool linear = true);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear = true);
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@ -505,17 +505,20 @@ public:
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void IASetIndexBuffer(ID3D11Buffer* ib);
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void IASetIndexBuffer(ID3D11Buffer* ib);
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void IASetInputLayout(ID3D11InputLayout* layout);
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void IASetInputLayout(ID3D11InputLayout* layout);
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void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology);
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void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology);
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void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
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void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
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void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL);
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void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL);
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
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void PSSetShaderResource(int i, GSTexture* sr);
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) final;
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void PSSetShaderResource(int i, GSTexture* sr) final;
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void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr);
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void PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr);
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void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
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void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
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void PSUpdateShaderState();
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void PSUpdateShaderState();
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void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1);
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void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1);
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void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref);
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void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref);
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void OMSetBlendState(ID3D11BlendState* bs, float bf);
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void OMSetBlendState(ID3D11BlendState* bs, float bf);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) final;
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void OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11UnorderedAccessView** uav, uint32* counters, const GSVector4i* scissor = NULL);
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void OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11UnorderedAccessView** uav, uint32* counters, const GSVector4i* scissor = NULL);
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bool CreateTextureFX();
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bool CreateTextureFX();
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