From 64de8a9d0b8ac29fc82c414b82408a524ba1c711 Mon Sep 17 00:00:00 2001 From: Lioncash Date: Sat, 2 Sep 2017 14:22:18 -0400 Subject: D3D: Eliminate redundant ID3D11DeviceChild* casts --- .../Core/VideoBackends/D3D/FramebufferManager.cpp | 45 +++++++++------------- 1 file changed, 19 insertions(+), 26 deletions(-) (limited to 'Source/Core/VideoBackends/D3D/FramebufferManager.cpp') diff --git a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp index b2eb16f345..5618f99e41 100644 --- a/Source/Core/VideoBackends/D3D/FramebufferManager.cpp +++ b/Source/Core/VideoBackends/D3D/FramebufferManager.cpp @@ -125,11 +125,9 @@ FramebufferManager::FramebufferManager(int target_width, int target_height) DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1)); SAFE_RELEASE(buf); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetTex(), "EFB color texture"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetSRV(), - "EFB color texture shader resource view"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_tex->GetRTV(), - "EFB color texture render target view"); + D3D::SetDebugObjectName(m_efb.color_tex->GetTex(), "EFB color texture"); + D3D::SetDebugObjectName(m_efb.color_tex->GetSRV(), "EFB color texture shader resource view"); + D3D::SetDebugObjectName(m_efb.color_tex->GetRTV(), "EFB color texture render target view"); // Temporary EFB color texture - used in ReinterpretPixelData texdesc = @@ -144,11 +142,10 @@ FramebufferManager::FramebufferManager(int target_width, int target_height) DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R8G8B8A8_UNORM, (sample_desc.Count > 1)); SAFE_RELEASE(buf); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetTex(), - "EFB color temp texture"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetSRV(), + D3D::SetDebugObjectName(m_efb.color_temp_tex->GetTex(), "EFB color temp texture"); + D3D::SetDebugObjectName(m_efb.color_temp_tex->GetSRV(), "EFB color temp texture shader resource view"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_temp_tex->GetRTV(), + D3D::SetDebugObjectName(m_efb.color_temp_tex->GetRTV(), "EFB color temp texture render target view"); // Render buffer for AccessEFB (color data) @@ -157,10 +154,10 @@ FramebufferManager::FramebufferManager(int target_width, int target_height) CHECK(hr == S_OK, "create EFB color read texture (hr=%#x)", hr); m_efb.color_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); SAFE_RELEASE(buf); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_read_texture->GetTex(), + D3D::SetDebugObjectName(m_efb.color_read_texture->GetTex(), "EFB color read texture (used in Renderer::AccessEFB)"); D3D::SetDebugObjectName( - (ID3D11DeviceChild*)m_efb.color_read_texture->GetRTV(), + m_efb.color_read_texture->GetRTV(), "EFB color read texture render target view (used in Renderer::AccessEFB)"); // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture @@ -168,7 +165,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height) D3D11_CPU_ACCESS_READ); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.color_staging_buf); CHECK(hr == S_OK, "create EFB color staging buffer (hr=%#x)", hr); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.color_staging_buf, + D3D::SetDebugObjectName(m_efb.color_staging_buf, "EFB color staging texture (used for Renderer::AccessEFB)"); // EFB depth buffer - primary depth buffer @@ -183,11 +180,9 @@ FramebufferManager::FramebufferManager(int target_width, int target_height) buf, (D3D11_BIND_FLAG)(D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, DXGI_FORMAT_UNKNOWN, (sample_desc.Count > 1)); SAFE_RELEASE(buf); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetTex(), "EFB depth texture"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetDSV(), - "EFB depth texture depth stencil view"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_tex->GetSRV(), - "EFB depth texture shader resource view"); + D3D::SetDebugObjectName(m_efb.depth_tex->GetTex(), "EFB depth texture"); + D3D::SetDebugObjectName(m_efb.depth_tex->GetDSV(), "EFB depth texture depth stencil view"); + D3D::SetDebugObjectName(m_efb.depth_tex->GetSRV(), "EFB depth texture shader resource view"); // Render buffer for AccessEFB (depth data) texdesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R32_FLOAT, 1, 1, 1, 1, D3D11_BIND_RENDER_TARGET); @@ -195,10 +190,10 @@ FramebufferManager::FramebufferManager(int target_width, int target_height) CHECK(hr == S_OK, "create EFB depth read texture (hr=%#x)", hr); m_efb.depth_read_texture = new D3DTexture2D(buf, D3D11_BIND_RENDER_TARGET); SAFE_RELEASE(buf); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_read_texture->GetTex(), + D3D::SetDebugObjectName(m_efb.depth_read_texture->GetTex(), "EFB depth read texture (used in Renderer::AccessEFB)"); D3D::SetDebugObjectName( - (ID3D11DeviceChild*)m_efb.depth_read_texture->GetRTV(), + m_efb.depth_read_texture->GetRTV(), "EFB depth read texture render target view (used in Renderer::AccessEFB)"); // AccessEFB - Sysmem buffer used to retrieve the pixel data from depth_read_texture @@ -206,7 +201,7 @@ FramebufferManager::FramebufferManager(int target_width, int target_height) D3D11_CPU_ACCESS_READ); hr = D3D::device->CreateTexture2D(&texdesc, nullptr, &m_efb.depth_staging_buf); CHECK(hr == S_OK, "create EFB depth staging buffer (hr=%#x)", hr); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.depth_staging_buf, + D3D::SetDebugObjectName(m_efb.depth_staging_buf, "EFB depth staging texture (used for Renderer::AccessEFB)"); if (g_ActiveConfig.iMultisamples > 1) @@ -221,9 +216,8 @@ FramebufferManager::FramebufferManager(int target_width, int target_height) m_efb.resolved_color_tex = new D3DTexture2D(buf, D3D11_BIND_SHADER_RESOURCE, DXGI_FORMAT_R8G8B8A8_UNORM); SAFE_RELEASE(buf); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetTex(), - "EFB color resolve texture"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_color_tex->GetSRV(), + D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetTex(), "EFB color resolve texture"); + D3D::SetDebugObjectName(m_efb.resolved_color_tex->GetSRV(), "EFB color resolve texture shader resource view"); texdesc = @@ -236,9 +230,8 @@ FramebufferManager::FramebufferManager(int target_width, int target_height) buf, (D3D11_BIND_FLAG)(D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET), DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT); SAFE_RELEASE(buf); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetTex(), - "EFB depth resolve texture"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)m_efb.resolved_depth_tex->GetSRV(), + D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetTex(), "EFB depth resolve texture"); + D3D::SetDebugObjectName(m_efb.resolved_depth_tex->GetSRV(), "EFB depth resolve texture shader resource view"); } else -- cgit v1.2.3