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authorLioncash <mathew1800@gmail.com>2017-04-09 15:57:44 -0400
committerLioncash <mathew1800@gmail.com>2017-05-28 23:27:59 -0400
commit3ee447e5f7d759196336d995ee0f48223aa54c27 (patch)
treed5e0d3edb0d84525fa3920b4162ec7344b306909 /Source/Core/VideoBackends/D3D/Render.cpp
parentba5b215c42405670c7a39c37e93acedbcfc574a2 (diff)
D3D/Render: Get rid of unnecessary casts
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp20
1 files changed, 8 insertions, 12 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index b796d4a3f8..dbfa59d5d0 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -102,13 +102,13 @@ static void SetupDeviceObjects()
ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[2]);
CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)s_clear_depth_states[0],
+ D3D::SetDebugObjectName(s_clear_depth_states[0],
"depth state for Renderer::ClearScreen (depth buffer disabled)");
D3D::SetDebugObjectName(
- (ID3D11DeviceChild*)s_clear_depth_states[1],
+ s_clear_depth_states[1],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)");
D3D::SetDebugObjectName(
- (ID3D11DeviceChild*)s_clear_depth_states[2],
+ s_clear_depth_states[2],
"depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)");
D3D11_BLEND_DESC blenddesc;
@@ -124,8 +124,7 @@ static void SetupDeviceObjects()
blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
hr = D3D::device->CreateBlendState(&blenddesc, &s_reset_blend_state);
CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)s_reset_blend_state,
- "blend state for Renderer::ResetAPIState");
+ D3D::SetDebugObjectName(s_reset_blend_state, "blend state for Renderer::ResetAPIState");
s_clear_blend_states[0] = s_reset_blend_state;
s_reset_blend_state->AddRef();
@@ -151,15 +150,13 @@ static void SetupDeviceObjects()
ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
hr = D3D::device->CreateDepthStencilState(&ddesc, &s_reset_depth_state);
CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)s_reset_depth_state,
- "depth stencil state for Renderer::ResetAPIState");
+ D3D::SetDebugObjectName(s_reset_depth_state, "depth stencil state for Renderer::ResetAPIState");
D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false,
0, 0.f, 0.f, false, false, false, false);
hr = D3D::device->CreateRasterizerState(&rastdesc, &s_reset_rast_state);
CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)s_reset_rast_state,
- "rasterizer state for Renderer::ResetAPIState");
+ D3D::SetDebugObjectName(s_reset_rast_state, "rasterizer state for Renderer::ResetAPIState");
s_screenshot_texture = nullptr;
}
@@ -197,7 +194,7 @@ static void CreateScreenshotTexture()
D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE);
HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture);
CHECK(hr == S_OK, "Create screenshot staging texture");
- D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture");
+ D3D::SetDebugObjectName(s_screenshot_texture, "staging screenshot texture");
}
static D3D11_BOX GetScreenshotSourceBox(const TargetRectangle& targetRc)
@@ -814,8 +811,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
unsigned int source_width = source_box.right - source_box.left;
unsigned int source_height = source_box.bottom - source_box.top;
D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0,
- (ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0,
- &source_box);
+ D3D::GetBackBuffer()->GetTex(), 0, &source_box);
D3D11_MAPPED_SUBRESOURCE map;
D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map);