[D3D12] Change most subsystem pointers to references

This commit is contained in:
Triang3l
2020-08-30 22:07:35 +03:00
parent c5dd7403f0
commit 1e9ee8f43b
23 changed files with 532 additions and 538 deletions

View File

@@ -32,10 +32,10 @@ D3D12Context::D3D12Context(D3D12Provider* provider, Window* target_window)
D3D12Context::~D3D12Context() { Shutdown(); }
bool D3D12Context::Initialize() {
auto provider = GetD3D12Provider();
auto dxgi_factory = provider->GetDXGIFactory();
auto device = provider->GetDevice();
auto direct_queue = provider->GetDirectQueue();
auto& provider = GetD3D12Provider();
auto dxgi_factory = provider.GetDXGIFactory();
auto device = provider.GetDevice();
auto direct_queue = provider.GetDirectQueue();
context_lost_ = false;
@@ -74,7 +74,7 @@ bool D3D12Context::Initialize() {
swap_chain_desc.Flags = 0;
IDXGISwapChain1* swap_chain_1;
if (FAILED(dxgi_factory->CreateSwapChainForHwnd(
provider->GetDirectQueue(),
provider.GetDirectQueue(),
static_cast<HWND>(target_window_->native_handle()),
&swap_chain_desc, nullptr, nullptr, &swap_chain_1))) {
XELOGE("Failed to create a DXGI swap chain");
@@ -131,7 +131,7 @@ bool D3D12Context::Initialize() {
swap_command_list_->Close();
// Initialize the immediate mode drawer if not offscreen.
immediate_drawer_ = std::make_unique<D3D12ImmediateDrawer>(this);
immediate_drawer_ = std::make_unique<D3D12ImmediateDrawer>(*this);
if (!immediate_drawer_->Initialize()) {
Shutdown();
return false;
@@ -155,7 +155,7 @@ bool D3D12Context::InitializeSwapChainBuffers() {
swap_chain_back_buffer_index_ = swap_chain_->GetCurrentBackBufferIndex();
// Create RTV descriptors for the swap chain buffers.
auto device = GetD3D12Provider()->GetDevice();
auto device = GetD3D12Provider().GetDevice();
D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
rtv_desc.Format = kSwapChainFormat;
rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D;
@@ -223,12 +223,6 @@ ImmediateDrawer* D3D12Context::immediate_drawer() {
return immediate_drawer_.get();
}
bool D3D12Context::is_current() { return false; }
bool D3D12Context::MakeCurrent() { return true; }
void D3D12Context::ClearCurrent() {}
void D3D12Context::BeginSwap() {
if (!target_window_ || context_lost_) {
return;
@@ -320,7 +314,7 @@ void D3D12Context::EndSwap() {
return;
}
auto direct_queue = GetD3D12Provider()->GetDirectQueue();
auto direct_queue = GetD3D12Provider().GetDirectQueue();
// Switch the back buffer to presentation state.
D3D12_RESOURCE_BARRIER barrier;
@@ -358,8 +352,8 @@ std::unique_ptr<RawImage> D3D12Context::Capture() {
D3D12_CPU_DESCRIPTOR_HANDLE D3D12Context::GetSwapChainBufferRTV(
uint32_t buffer_index) const {
return GetD3D12Provider()->OffsetRTVDescriptor(swap_chain_rtv_heap_start_,
buffer_index);
return GetD3D12Provider().OffsetRTVDescriptor(swap_chain_rtv_heap_start_,
buffer_index);
}
} // namespace d3d12