gsdx-d3d11: Add final specifier to some voids.

This commit is contained in:
lightningterror 2019-01-25 20:43:43 +01:00
parent 744fa18d95
commit d4833a4618
1 changed files with 24 additions and 21 deletions

View File

@ -323,14 +323,14 @@ private:
GSTexture* CreateSurface(int type, int w, int h, int format); GSTexture* CreateSurface(int type, int w, int h, int format);
GSTexture* FetchSurface(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 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); void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0) final;
void DoFXAA(GSTexture* sTex, GSTexture* dTex); void DoFXAA(GSTexture* sTex, GSTexture* dTex) final;
void DoShadeBoost(GSTexture* sTex, GSTexture* dTex); void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) final;
void DoExternalFX(GSTexture* sTex, GSTexture* dTex); void DoExternalFX(GSTexture* sTex, GSTexture* dTex) final;
void RenderOsd(GSTexture* dt);
void InitExternalFX(); void InitExternalFX();
void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea void InitFXAA(); // Bug workaround! Stack corruption? Heap corruption? No idea
void RenderOsd(GSTexture* dt);
// //
@ -470,28 +470,28 @@ public:
void SetExclusive(bool isExcl); void SetExclusive(bool isExcl);
void DrawPrimitive(); void DrawPrimitive() final;
void DrawIndexedPrimitive(); void DrawIndexedPrimitive();
void DrawIndexedPrimitive(int offset, int count); void DrawIndexedPrimitive(int offset, int count) final;
void Dispatch(uint32 x, uint32 y, uint32 z); void Dispatch(uint32 x, uint32 y, uint32 z);
void ClearRenderTarget(GSTexture* t, const GSVector4& c); void ClearRenderTarget(GSTexture* t, const GSVector4& c) final;
void ClearRenderTarget(GSTexture* t, uint32 c); void ClearRenderTarget(GSTexture* t, uint32 c) final;
void ClearDepth(GSTexture* t); void ClearDepth(GSTexture* t) final;
void ClearStencil(GSTexture* t, uint8 c); void ClearStencil(GSTexture* t, uint8 c) final;
GSTexture* CreateRenderTarget(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); GSTexture* CreateDepthStencil(int w, int h, int format = 0) final;
GSTexture* CreateTexture(int w, int h, int format = 0); GSTexture* CreateTexture(int w, int h, int format = 0) final;
GSTexture* CreateOffscreen(int w, int h, int format = 0); 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 CloneTexture(GSTexture* src, GSTexture** dest);
void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r); 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, 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); 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 IASetIndexBuffer(ID3D11Buffer* ib);
void IASetInputLayout(ID3D11InputLayout* layout); void IASetInputLayout(ID3D11InputLayout* layout);
void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology); void IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology);
void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb); void VSSetShader(ID3D11VertexShader* vs, ID3D11Buffer* vs_cb);
void GSSetShader(ID3D11GeometryShader* gs, ID3D11Buffer* gs_cb = NULL); 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 PSSetShaderResourceView(int i, ID3D11ShaderResourceView* srv, GSTexture* sr);
void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb); void PSSetShader(ID3D11PixelShader* ps, ID3D11Buffer* ps_cb);
void PSUpdateShaderState(); void PSUpdateShaderState();
void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1); void PSSetSamplerState(ID3D11SamplerState* ss0, ID3D11SamplerState* ss1);
void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref); void OMSetDepthStencilState(ID3D11DepthStencilState* dss, uint8 sref);
void OMSetBlendState(ID3D11BlendState* bs, float bf); 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); void OMSetRenderTargets(const GSVector2i& rtsize, int count, ID3D11UnorderedAccessView** uav, uint32* counters, const GSVector4i* scissor = NULL);
bool CreateTextureFX(); bool CreateTextureFX();