Cleaning up asserts and file/line macros.
This commit is contained in:
@@ -53,7 +53,7 @@ int D3D11IndexBufferResource::InvalidateRegion(
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SCOPE_profile_cpu_f("gpu");
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// All that's done so far:
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XEASSERT(info_.endianness == 0x2);
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assert_true(info_.endianness == 0x2);
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D3D11_MAPPED_SUBRESOURCE res;
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HRESULT hr = resource_cache_->context()->Map(
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@@ -33,8 +33,8 @@ D3D11GraphicsSystem::~D3D11GraphicsSystem() {
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void D3D11GraphicsSystem::Initialize() {
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GraphicsSystem::Initialize();
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XEASSERTNULL(timer_queue_);
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XEASSERTNULL(vsync_timer_);
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assert_null(timer_queue_);
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assert_null(vsync_timer_);
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timer_queue_ = CreateTimerQueue();
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CreateTimerQueueTimer(
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@@ -111,7 +111,7 @@ void D3D11GraphicsSystem::Initialize() {
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// Create the window.
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// This will pump through the run-loop and and be where our swapping
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// will take place.
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XEASSERTNULL(window_);
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assert_null(window_);
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window_ = new D3D11Window(run_loop_, dxgi_factory_, device_);
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if (window_->Initialize("Xenia D3D11", 1280, 720)) {
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XELOGE("Failed to create D3D11Window");
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@@ -126,7 +126,7 @@ void D3D11GraphicsSystem::Initialize() {
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// Create the driver.
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// This runs in the worker thread and builds command lines to present
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// in the window.
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XEASSERTNULL(driver_);
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assert_null(driver_);
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driver_ = new D3D11GraphicsDriver(
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memory_, window_->swap_chain(), device_);
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if (driver_->Initialize()) {
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@@ -180,7 +180,7 @@ void __stdcall D3D11GraphicsSystem::VsyncCallback(D3D11GraphicsSystem* gs,
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void D3D11GraphicsSystem::Shutdown() {
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GraphicsSystem::Shutdown();
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if (vsync_timer_) {
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DeleteTimerQueueTimer(timer_queue_, vsync_timer_, NULL);
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}
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@@ -140,7 +140,7 @@ D3D11ProfilerDisplay::D3D11ProfilerDisplay(D3D11Window* window) : window_(window
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!SetupShaders() ||
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!SetupFont()) {
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// Hrm.
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XEASSERTALWAYS();
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assert_always();
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}
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// Pass through mouse events.
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@@ -183,7 +183,7 @@ bool D3D11ProfilerDisplay::SetupState() {
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blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blend_desc.RenderTarget[0].RenderTargetWriteMask = 0x0F;
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hr = device->CreateBlendState(&blend_desc, &blend_state_);
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XEASSERT(SUCCEEDED(hr));
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assert_true(SUCCEEDED(hr));
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D3D11_DEPTH_STENCIL_DESC depth_stencil_desc;
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xe_zero_struct(&depth_stencil_desc, sizeof(depth_stencil_desc));
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@@ -191,7 +191,7 @@ bool D3D11ProfilerDisplay::SetupState() {
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depth_stencil_desc.StencilEnable = false;
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depth_stencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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hr = device->CreateDepthStencilState(&depth_stencil_desc, &depth_stencil_state_);
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XEASSERT(SUCCEEDED(hr));
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assert_true(SUCCEEDED(hr));
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return true;
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}
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@@ -484,7 +484,7 @@ D3D11ProfilerDisplay::Vertex* D3D11ProfilerDisplay::AllocateVertices(
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if (draw_state_.vertex_index + count > XECOUNT(draw_state_.vertex_buffer)) {
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Flush();
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}
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XEASSERT(draw_state_.vertex_index + count <= XECOUNT(draw_state_.vertex_buffer));
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assert_true(draw_state_.vertex_index + count <= XECOUNT(draw_state_.vertex_buffer));
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size_t head = draw_state_.vertex_index;
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draw_state_.vertex_index += count;
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@@ -493,7 +493,7 @@ D3D11ProfilerDisplay::Vertex* D3D11ProfilerDisplay::AllocateVertices(
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draw_state_.commands[draw_state_.command_index - 1].primitive == primitive) {
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draw_state_.commands[draw_state_.command_index - 1].vertex_count += count;
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} else {
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XEASSERT(draw_state_.command_index < XECOUNT(draw_state_.commands));
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assert_true(draw_state_.command_index < XECOUNT(draw_state_.commands));
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draw_state_.commands[draw_state_.command_index].primitive = primitive;
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draw_state_.commands[draw_state_.command_index].vertex_count = count;
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++draw_state_.command_index;
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@@ -511,7 +511,7 @@ void D3D11ProfilerDisplay::Flush() {
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context->Map(vertex_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
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memcpy(res.pData, draw_state_.vertex_buffer, sizeof(Vertex) * draw_state_.vertex_index);
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context->Unmap(vertex_buffer_, 0);
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uint32_t stride = 20;
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uint32_t offset = 0;
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context->IASetVertexBuffers(0, 1, &vertex_buffer_, &stride, &offset);
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@@ -252,7 +252,7 @@ int D3D11VertexShaderResource::CreateInputLayout(const void* byte_code,
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vtx_format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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break;
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default:
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XEASSERTALWAYS();
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assert_always();
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break;
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}
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element_descs[el_index].SemanticName = "XE_VF";
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@@ -299,7 +299,7 @@ int D3D11VertexShaderResource::DemandGeometryShader(
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shader = new D3D11QuadListGeometryShader(device);
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break;
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default:
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XEASSERTALWAYS();
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assert_always();
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return 1;
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}
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if (!shader) {
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@@ -58,7 +58,7 @@ const char* GetFormatTypeName(const VertexBufferResource::DeclElement& el) {
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return "float4";
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default:
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XELOGE("Unknown vertex format: %d", el.format);
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XEASSERTALWAYS();
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assert_always();
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return "float4";
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}
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}
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@@ -141,7 +141,7 @@ int D3D11ShaderTranslator::TranslateVertexShader(
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append(
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"struct VS_OUTPUT {\n");
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if (alloc_counts.positions) {
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XEASSERT(alloc_counts.positions == 1);
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assert_true(alloc_counts.positions == 1);
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append(
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" float4 oPos : SV_POSITION;\n");
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}
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@@ -244,7 +244,7 @@ int D3D11ShaderTranslator::TranslatePixelShader(
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append(
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"struct VS_OUTPUT {\n");
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if (alloc_counts.positions) {
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XEASSERT(alloc_counts.positions == 1);
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assert_true(alloc_counts.positions == 1);
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append(
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" float4 oPos : SV_POSITION;\n");
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}
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@@ -417,7 +417,7 @@ void D3D11ShaderTranslator::AppendDestRegName(uint32_t num, uint32_t dst_exp) {
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default:
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// TODO(benvanik): other render targets?
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// TODO(benvanik): depth?
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XEASSERTALWAYS();
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assert_always();
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break;
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}
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break;
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@@ -1272,7 +1272,7 @@ int D3D11ShaderTranslator::GetFormatComponentCount(uint32_t format) {
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return 4;
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default:
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XELOGE("Unknown vertex format: %d", format);
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XEASSERTALWAYS();
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assert_always();
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return 4;
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}
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}
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@@ -1348,7 +1348,7 @@ int D3D11ShaderTranslator::TranslateExec(const instr_cf_exec_t& cf) {
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case TEX_SET_GRADIENTS_H:
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case TEX_SET_GRADIENTS_V:
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default:
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XEASSERTALWAYS();
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assert_always();
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break;
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}
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} else {
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@@ -136,13 +136,13 @@ int D3D11TextureResource::CreateHandle2D() {
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int D3D11TextureResource::CreateHandle3D() {
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XELOGE("D3D11: CreateTexture3D not yet implemented");
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XEASSERTALWAYS();
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assert_always();
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return 1;
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}
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int D3D11TextureResource::CreateHandleCube() {
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XELOGE("D3D11: CreateTextureCube not yet implemented");
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XEASSERTALWAYS();
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assert_always();
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return 1;
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}
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