diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp | 80 |
1 files changed, 40 insertions, 40 deletions
diff --git a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp index 3820fb3cb3..db7eb9ee3e 100644 --- a/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp +++ b/Source/Core/VideoBackends/D3D/PSTextureEncoder.cpp @@ -849,21 +849,21 @@ static const char EFB_ENCODE_PS[] = ; PSTextureEncoder::PSTextureEncoder() - : m_ready(false), m_out(NULL), m_outRTV(NULL), m_outStage(NULL), - m_encodeParams(NULL), - m_quad(NULL), m_vShader(NULL), m_quadLayout(NULL), - m_efbEncodeBlendState(NULL), m_efbEncodeDepthState(NULL), - m_efbEncodeRastState(NULL), m_efbSampler(NULL), - m_dynamicShader(NULL), m_classLinkage(NULL) + : m_ready(false), m_out(nullptr), m_outRTV(nullptr), m_outStage(nullptr), + m_encodeParams(nullptr), + m_quad(nullptr), m_vShader(nullptr), m_quadLayout(nullptr), + m_efbEncodeBlendState(nullptr), m_efbEncodeDepthState(nullptr), + m_efbEncodeRastState(nullptr), m_efbSampler(nullptr), + m_dynamicShader(nullptr), m_classLinkage(nullptr) { for (size_t i = 0; i < 4; ++i) - m_fetchClass[i] = NULL; + m_fetchClass[i] = nullptr; for (size_t i = 0; i < 2; ++i) - m_scaledFetchClass[i] = NULL; + m_scaledFetchClass[i] = nullptr; for (size_t i = 0; i < 2; ++i) - m_intensityClass[i] = NULL; + m_intensityClass[i] = nullptr; for (size_t i = 0; i < 16; ++i) - m_generatorClass[i] = NULL; + m_generatorClass[i] = nullptr; } static const D3D11_INPUT_ELEMENT_DESC QUAD_LAYOUT_DESC[] = { @@ -888,7 +888,7 @@ void PSTextureEncoder::Init() D3D11_TEXTURE2D_DESC t2dd = CD3D11_TEXTURE2D_DESC( DXGI_FORMAT_R32G32B32A32_UINT, EFB_WIDTH, EFB_HEIGHT/4, 1, 1, D3D11_BIND_RENDER_TARGET); - hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_out); + hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_out); CHECK(SUCCEEDED(hr), "create efb encode output texture"); D3D::SetDebugObjectName(m_out, "efb encoder output texture"); @@ -905,7 +905,7 @@ void PSTextureEncoder::Init() t2dd.Usage = D3D11_USAGE_STAGING; t2dd.BindFlags = 0; t2dd.CPUAccessFlags = D3D11_CPU_ACCESS_READ; - hr = D3D::device->CreateTexture2D(&t2dd, NULL, &m_outStage); + hr = D3D::device->CreateTexture2D(&t2dd, nullptr, &m_outStage); CHECK(SUCCEEDED(hr), "create efb encode output staging buffer"); D3D::SetDebugObjectName(m_outStage, "efb encoder output staging buffer"); @@ -913,7 +913,7 @@ void PSTextureEncoder::Init() D3D11_BUFFER_DESC bd = CD3D11_BUFFER_DESC(sizeof(EFBEncodeParams), D3D11_BIND_CONSTANT_BUFFER); - hr = D3D::device->CreateBuffer(&bd, NULL, &m_encodeParams); + hr = D3D::device->CreateBuffer(&bd, nullptr, &m_encodeParams); CHECK(SUCCEEDED(hr), "create efb encode params buffer"); D3D::SetDebugObjectName(m_encodeParams, "efb encoder params buffer"); @@ -929,14 +929,14 @@ void PSTextureEncoder::Init() // Create vertex shader - D3DBlob* bytecode = NULL; + D3DBlob* bytecode = nullptr; if (!D3D::CompileVertexShader(EFB_ENCODE_VS, sizeof(EFB_ENCODE_VS), &bytecode)) { ERROR_LOG(VIDEO, "EFB encode vertex shader failed to compile"); return; } - hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), NULL, &m_vShader); + hr = D3D::device->CreateVertexShader(bytecode->Data(), bytecode->Size(), nullptr, &m_vShader); CHECK(SUCCEEDED(hr), "create efb encode vertex shader"); D3D::SetDebugObjectName(m_vShader, "efb encoder vertex shader"); @@ -1084,7 +1084,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf)) #endif { - D3D::context->VSSetShader(m_vShader, NULL, 0); + D3D::context->VSSetShader(m_vShader, nullptr, 0); D3D::stateman->PushBlendState(m_efbEncodeBlendState); D3D::stateman->PushDepthState(m_efbEncodeDepthState); @@ -1116,11 +1116,11 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, params.TexTop = float(targetRect.top) / g_renderer->GetTargetHeight(); params.TexRight = float(targetRect.right) / g_renderer->GetTargetWidth(); params.TexBottom = float(targetRect.bottom) / g_renderer->GetTargetHeight(); - D3D::context->UpdateSubresource(m_encodeParams, 0, NULL, ¶ms, 0, 0); + D3D::context->UpdateSubresource(m_encodeParams, 0, nullptr, ¶ms, 0, 0); D3D::context->VSSetConstantBuffers(0, 1, &m_encodeParams); - D3D::context->OMSetRenderTargets(1, &m_outRTV, NULL); + D3D::context->OMSetRenderTargets(1, &m_outRTV, nullptr); ID3D11ShaderResourceView* pEFB = (srcFormat == PIXELFMT_Z24) ? FramebufferManager::GetEFBDepthTexture()->GetSRV() : @@ -1144,13 +1144,13 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, // Clean up state - IUnknown* nullDummy = NULL; + IUnknown* nullDummy = nullptr; D3D::context->PSSetSamplers(0, 1, (ID3D11SamplerState**)&nullDummy); D3D::context->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&nullDummy); D3D::context->PSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy); - D3D::context->OMSetRenderTargets(0, NULL, NULL); + D3D::context->OMSetRenderTargets(0, nullptr, nullptr); D3D::context->VSSetConstantBuffers(0, 1, (ID3D11Buffer**)&nullDummy); @@ -1158,8 +1158,8 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat, D3D::stateman->PopDepthState(); D3D::stateman->PopBlendState(); - D3D::context->PSSetShader(NULL, NULL, 0); - D3D::context->VSSetShader(NULL, NULL, 0); + D3D::context->PSSetShader(nullptr, nullptr, 0); + D3D::context->VSSetShader(nullptr, nullptr, 0); // Transfer staging buffer to GameCube/Wii RAM @@ -1221,7 +1221,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF ComboMap::iterator it = m_staticShaders.find(key); if (it == m_staticShaders.end()) { - const char* generatorFuncName = NULL; + const char* generatorFuncName = nullptr; switch (generatorNum) { case 0x0: generatorFuncName = "Generate_0"; break; @@ -1239,7 +1239,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF case 0xC: generatorFuncName = "Generate_C"; break; default: WARN_LOG(VIDEO, "No generator available for dst format 0x%X; aborting", generatorNum); - m_staticShaders[key] = NULL; + m_staticShaders[key] = nullptr; return false; } @@ -1247,13 +1247,13 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0); // Shader permutation not found, so compile it - D3DBlob* bytecode = NULL; + D3DBlob* bytecode = nullptr; D3D_SHADER_MACRO macros[] = { { "IMP_FETCH", FETCH_FUNC_NAMES[fetchNum] }, { "IMP_SCALEDFETCH", SCALEDFETCH_FUNC_NAMES[scaledFetchNum] }, { "IMP_INTENSITY", INTENSITY_FUNC_NAMES[intensityNum] }, { "IMP_GENERATOR", generatorFuncName }, - { NULL, NULL } + { nullptr, nullptr } }; if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros)) { @@ -1261,12 +1261,12 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF dstFormat, srcFormat, isIntensity ? 1 : 0, scaleByHalf ? 1 : 0); // Add dummy shader to map to prevent trying to compile over and // over again - m_staticShaders[key] = NULL; + m_staticShaders[key] = nullptr; return false; } ID3D11PixelShader* newShader; - HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), NULL, &newShader); + HRESULT hr = D3D::device->CreatePixelShader(bytecode->Data(), bytecode->Size(), nullptr, &newShader); CHECK(SUCCEEDED(hr), "create efb encoder pixel shader"); it = m_staticShaders.insert(std::make_pair(key, newShader)).first; @@ -1277,7 +1277,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, unsigned int srcF { if (it->second) { - D3D::context->PSSetShader(it->second, NULL, 0); + D3D::context->PSSetShader(it->second, nullptr, 0); return true; } else @@ -1292,11 +1292,11 @@ bool PSTextureEncoder::InitDynamicMode() HRESULT hr; D3D_SHADER_MACRO macros[] = { - { "DYNAMIC_MODE", NULL }, - { NULL, NULL } + { "DYNAMIC_MODE", nullptr }, + { nullptr, nullptr } }; - D3DBlob* bytecode = NULL; + D3DBlob* bytecode = nullptr; if (!D3D::CompilePixelShader(EFB_ENCODE_PS, sizeof(EFB_ENCODE_PS), &bytecode, macros)) { ERROR_LOG(VIDEO, "EFB encode pixel shader failed to compile"); @@ -1313,14 +1313,14 @@ bool PSTextureEncoder::InitDynamicMode() // Use D3DReflect - ID3D11ShaderReflection* reflect = NULL; + ID3D11ShaderReflection* reflect = nullptr; hr = PD3DReflect(bytecode->Data(), bytecode->Size(), IID_ID3D11ShaderReflection, (void**)&reflect); CHECK(SUCCEEDED(hr), "reflect on efb encoder shader"); // Get number of slots and create dynamic linkage array UINT numSlots = reflect->GetNumInterfaceSlots(); - m_linkageArray.resize(numSlots, NULL); + m_linkageArray.resize(numSlots, nullptr); // Get interface slots @@ -1342,13 +1342,13 @@ bool PSTextureEncoder::InitDynamicMode() // Class instances will be created at the time they are used for (size_t i = 0; i < 4; ++i) - m_fetchClass[i] = NULL; + m_fetchClass[i] = nullptr; for (size_t i = 0; i < 2; ++i) - m_scaledFetchClass[i] = NULL; + m_scaledFetchClass[i] = nullptr; for (size_t i = 0; i < 2; ++i) - m_intensityClass[i] = NULL; + m_intensityClass[i] = nullptr; for (size_t i = 0; i < 16; ++i) - m_generatorClass[i] = NULL; + m_generatorClass[i] = nullptr; reflect->Release(); bytecode->Release(); @@ -1378,7 +1378,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat, // FIXME: Not all the possible generators are available as classes yet. // When dynamic mode is usable, implement them. - const char* generatorName = NULL; + const char* generatorName = nullptr; switch (generatorNum) { case 0x4: generatorName = "cGenerator_4"; break; @@ -1438,7 +1438,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat, m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum]; D3D::context->PSSetShader(m_dynamicShader, - m_linkageArray.empty() ? NULL : &m_linkageArray[0], + m_linkageArray.empty() ? nullptr : &m_linkageArray[0], (UINT)m_linkageArray.size()); return true; |
