diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/PixelShaderCache.cpp | 24 |
1 files changed, 10 insertions, 14 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp index 84cd08106d..07270f0e2a 100644 --- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp +++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp @@ -363,8 +363,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorCopyProgram(bool multisampled) std::string buf = StringFromFormat(color_copy_program_code_msaa, g_ActiveConfig.iMultisamples); s_ColorCopyProgram[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_ColorCopyProgram[1] != nullptr, "Create color copy MSAA pixel shader"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[1], - "color copy MSAA pixel shader"); + D3D::SetDebugObjectName(s_ColorCopyProgram[1], "color copy MSAA pixel shader"); return s_ColorCopyProgram[1]; } } @@ -386,8 +385,7 @@ ID3D11PixelShader* PixelShaderCache::GetColorMatrixProgram(bool multisampled) StringFromFormat(color_matrix_program_code_msaa, g_ActiveConfig.iMultisamples); s_ColorMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_ColorMatrixProgram[1] != nullptr, "Create color matrix MSAA pixel shader"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[1], - "color matrix MSAA pixel shader"); + D3D::SetDebugObjectName(s_ColorMatrixProgram[1], "color matrix MSAA pixel shader"); return s_ColorMatrixProgram[1]; } } @@ -408,8 +406,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthMatrixProgram(bool multisampled) std::string buf = StringFromFormat(depth_matrix_program_msaa, g_ActiveConfig.iMultisamples); s_DepthMatrixProgram[1] = D3D::CompileAndCreatePixelShader(buf); CHECK(s_DepthMatrixProgram[1] != nullptr, "Create depth matrix MSAA pixel shader"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[1], - "depth matrix MSAA pixel shader"); + D3D::SetDebugObjectName(s_DepthMatrixProgram[1], "depth matrix MSAA pixel shader"); return s_DepthMatrixProgram[1]; } } @@ -433,7 +430,7 @@ ID3D11PixelShader* PixelShaderCache::GetDepthResolveProgram() std::string buf = StringFromFormat(depth_resolve_program, g_ActiveConfig.iMultisamples); s_DepthResolveProgram = D3D::CompileAndCreatePixelShader(buf); CHECK(s_DepthResolveProgram != nullptr, "Create depth matrix MSAA pixel shader"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthResolveProgram, "depth resolve pixel shader"); + D3D::SetDebugObjectName(s_DepthResolveProgram, "depth resolve pixel shader"); return s_DepthResolveProgram; } @@ -476,33 +473,32 @@ void PixelShaderCache::Init() D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE); D3D::device->CreateBuffer(&cbdesc, nullptr, &pscbuf); CHECK(pscbuf != nullptr, "Create pixel shader constant buffer"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)pscbuf, - "pixel shader constant buffer used to emulate the GX pipeline"); + D3D::SetDebugObjectName(pscbuf, "pixel shader constant buffer used to emulate the GX pipeline"); // used when drawing clear quads s_ClearProgram = D3D::CompileAndCreatePixelShader(clear_program_code); CHECK(s_ClearProgram != nullptr, "Create clear pixel shader"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ClearProgram, "clear pixel shader"); + D3D::SetDebugObjectName(s_ClearProgram, "clear pixel shader"); // used for anaglyph stereoscopy s_AnaglyphProgram = D3D::CompileAndCreatePixelShader(anaglyph_program_code); CHECK(s_AnaglyphProgram != nullptr, "Create anaglyph pixel shader"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_AnaglyphProgram, "anaglyph pixel shader"); + D3D::SetDebugObjectName(s_AnaglyphProgram, "anaglyph pixel shader"); // used when copying/resolving the color buffer s_ColorCopyProgram[0] = D3D::CompileAndCreatePixelShader(color_copy_program_code); CHECK(s_ColorCopyProgram[0] != nullptr, "Create color copy pixel shader"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorCopyProgram[0], "color copy pixel shader"); + D3D::SetDebugObjectName(s_ColorCopyProgram[0], "color copy pixel shader"); // used for color conversion s_ColorMatrixProgram[0] = D3D::CompileAndCreatePixelShader(color_matrix_program_code); CHECK(s_ColorMatrixProgram[0] != nullptr, "Create color matrix pixel shader"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_ColorMatrixProgram[0], "color matrix pixel shader"); + D3D::SetDebugObjectName(s_ColorMatrixProgram[0], "color matrix pixel shader"); // used for depth copy s_DepthMatrixProgram[0] = D3D::CompileAndCreatePixelShader(depth_matrix_program); CHECK(s_DepthMatrixProgram[0] != nullptr, "Create depth matrix pixel shader"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_DepthMatrixProgram[0], "depth matrix pixel shader"); + D3D::SetDebugObjectName(s_DepthMatrixProgram[0], "depth matrix pixel shader"); Clear(); |
