Initial refactoring of gpu/.
Runs too fast - now there are ringbuffer wrapping issues.
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71
src/xenia/gpu/d3d11/d3d11_resource_cache.cc
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71
src/xenia/gpu/d3d11/d3d11_resource_cache.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <xenia/gpu/d3d11/d3d11_resource_cache.h>
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#include <xenia/gpu/gpu-private.h>
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#include <xenia/gpu/d3d11/d3d11_buffer_resource.h>
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#include <xenia/gpu/d3d11/d3d11_sampler_state_resource.h>
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#include <xenia/gpu/d3d11/d3d11_shader_resource.h>
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#include <xenia/gpu/d3d11/d3d11_texture_resource.h>
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using namespace xe;
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using namespace xe::gpu;
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using namespace xe::gpu::d3d11;
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D3D11ResourceCache::D3D11ResourceCache(Memory* memory,
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ID3D11Device* device,
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ID3D11DeviceContext* context)
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: ResourceCache(memory),
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device_(device), context_(context) {
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device_->AddRef();
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context_->AddRef();
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}
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D3D11ResourceCache::~D3D11ResourceCache() {
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XESAFERELEASE(device_);
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XESAFERELEASE(context_);
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}
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VertexShaderResource* D3D11ResourceCache::CreateVertexShader(
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const MemoryRange& memory_range,
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const VertexShaderResource::Info& info) {
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return new D3D11VertexShaderResource(this, memory_range, info);
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}
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PixelShaderResource* D3D11ResourceCache::CreatePixelShader(
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const MemoryRange& memory_range,
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const PixelShaderResource::Info& info) {
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return new D3D11PixelShaderResource(this, memory_range, info);
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}
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TextureResource* D3D11ResourceCache::CreateTexture(
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const MemoryRange& memory_range,
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const TextureResource::Info& info) {
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return new D3D11TextureResource(this, memory_range, info);
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}
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SamplerStateResource* D3D11ResourceCache::CreateSamplerState(
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const SamplerStateResource::Info& info) {
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return new D3D11SamplerStateResource(this, info);
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}
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IndexBufferResource* D3D11ResourceCache::CreateIndexBuffer(
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const MemoryRange& memory_range,
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const IndexBufferResource::Info& info) {
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return new D3D11IndexBufferResource(this, memory_range, info);
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}
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VertexBufferResource* D3D11ResourceCache::CreateVertexBuffer(
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const MemoryRange& memory_range,
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const VertexBufferResource::Info& info) {
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return new D3D11VertexBufferResource(this, memory_range, info);
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}
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