No more dumb pointers for initialization

This commit is contained in:
loki
2021-05-09 11:40:12 +02:00
parent 1dfe49e765
commit 2970ad662c
6 changed files with 307 additions and 206 deletions

View File

@@ -106,14 +106,14 @@ blend_t make_blend(device_t::pointer device, bool enable) {
rt.DestBlendAlpha = D3D11_BLEND_ZERO;
}
blend_t::pointer blend_p;
auto status = device->CreateBlendState(&bdesc, &blend_p);
blend_t blend;
auto status = device->CreateBlendState(&bdesc, &blend);
if(status) {
BOOST_LOG(error) << "Failed to create blend state: [0x"sv << util::hex(status).to_string_view() << ']';
return nullptr;
}
return blend_t { blend_p };
return blend;
}
blob_t convert_UV_vs_hlsl;
@@ -280,13 +280,11 @@ public:
};
desc.Texture2D.MipLevels = 1;
shader_res_t::pointer cursor_res_p;
auto status = device->CreateShaderResourceView(texture, &desc, &cursor_res_p);
auto status = device->CreateShaderResourceView(texture, &desc, &img.input_res);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create cursor shader resource view [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
img.input_res.reset(cursor_res_p);
return 0;
}
@@ -303,26 +301,19 @@ public:
};
desc.Texture2D.MipLevels = 1;
shader_res_t::pointer input_res_p;
auto status = device->CreateShaderResourceView(img.texture.get(), &desc, &input_res_p);
auto status = device->CreateShaderResourceView(img.texture.get(), &desc, &img.input_res);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create input shader resource view [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
img.input_res.reset(input_res_p);
}
auto input_res_p = img.input_res.get();
auto cursor_res_p = this->img.input_res.get();
auto scene_rt_p = scene_rt.get();
auto Y_rt_p = nv12_Y_rt.get();
auto UV_rt_p = nv12_UV_rt.get();
if(cursor_visible) {
_init_view_port(img.width, img.height);
device_ctx_p->OMSetRenderTargets(1, &scene_rt_p, nullptr);
device_ctx_p->OMSetRenderTargets(1, &scene_rt, nullptr);
device_ctx_p->VSSetShader(scene_vs.get(), nullptr, 0);
device_ctx_p->PSSetShader(scene_ps.get(), nullptr, 0);
device_ctx_p->PSSetShaderResources(0, 1, &input_res_p);
@@ -331,7 +322,7 @@ public:
device_ctx_p->OMSetBlendState(blend_enable.get(), nullptr, 0xFFFFFFFFu);
device_ctx_p->RSSetViewports(1, &cursor_view);
device_ctx_p->PSSetShaderResources(0, 1, &cursor_res_p);
device_ctx_p->PSSetShaderResources(0, 1, &this->img.input_res);
device_ctx_p->Draw(3, 0);
device_ctx_p->OMSetBlendState(blend_disable.get(), nullptr, 0xFFFFFFFFu);
@@ -339,14 +330,14 @@ public:
}
_init_view_port(out_width, out_height);
device_ctx_p->OMSetRenderTargets(1, &Y_rt_p, nullptr);
device_ctx_p->OMSetRenderTargets(1, &nv12_Y_rt, nullptr);
device_ctx_p->VSSetShader(scene_vs.get(), nullptr, 0);
device_ctx_p->PSSetShader(convert_Y_ps.get(), nullptr, 0);
device_ctx_p->PSSetShaderResources(0, 1, &input_res_p);
device_ctx_p->Draw(3, 0);
_init_view_port(out_width / 2, out_height / 2);
device_ctx_p->OMSetRenderTargets(1, &UV_rt_p, nullptr);
device_ctx_p->OMSetRenderTargets(1, &nv12_UV_rt, nullptr);
device_ctx_p->VSSetShader(convert_UV_vs.get(), nullptr, 0);
device_ctx_p->PSSetShader(convert_UV_ps.get(), nullptr, 0);
device_ctx_p->PSSetShaderResources(0, 1, &input_res_p);
@@ -380,8 +371,7 @@ public:
return;
}
auto buf_p = color_matrix.get();
device_ctx_p->PSSetConstantBuffers(0, 1, &buf_p);
device_ctx_p->PSSetConstantBuffers(0, 1, &color_matrix);
this->color_matrix = std::move(color_matrix);
}
@@ -406,46 +396,43 @@ public:
this->out_width = out_width;
this->out_height = out_height;
vs_t::pointer vs_p;
status = device_p->CreateVertexShader(scene_vs_hlsl->GetBufferPointer(), scene_vs_hlsl->GetBufferSize(), nullptr, &vs_p);
status = device_p->CreateVertexShader(scene_vs_hlsl->GetBufferPointer(), scene_vs_hlsl->GetBufferSize(), nullptr, &scene_vs);
if(status) {
BOOST_LOG(error) << "Failed to create mergeY vertex shader [0x"sv << util::hex(status).to_string_view() << ']';
BOOST_LOG(error) << "Failed to create scene vertex shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
scene_vs.reset(vs_p);
ps_t::pointer ps_p;
status = device_p->CreatePixelShader(convert_Y_ps_hlsl->GetBufferPointer(), convert_Y_ps_hlsl->GetBufferSize(), nullptr, &ps_p);
status = device_p->CreatePixelShader(convert_Y_ps_hlsl->GetBufferPointer(), convert_Y_ps_hlsl->GetBufferSize(), nullptr, &convert_Y_ps);
if(status) {
BOOST_LOG(error) << "Failed to create mergeY pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
BOOST_LOG(error) << "Failed to create convertY pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
convert_Y_ps.reset(ps_p);
status = device_p->CreatePixelShader(convert_UV_ps_hlsl->GetBufferPointer(), convert_UV_ps_hlsl->GetBufferSize(), nullptr, &ps_p);
status = device_p->CreatePixelShader(convert_UV_ps_hlsl->GetBufferPointer(), convert_UV_ps_hlsl->GetBufferSize(), nullptr, &convert_UV_ps);
if(status) {
BOOST_LOG(error) << "Failed to create mergeUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
BOOST_LOG(error) << "Failed to create convertUV pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
convert_UV_ps.reset(ps_p);
status = device_p->CreateVertexShader(convert_UV_vs_hlsl->GetBufferPointer(), convert_UV_vs_hlsl->GetBufferSize(), nullptr, &vs_p);
status = device_p->CreateVertexShader(convert_UV_vs_hlsl->GetBufferPointer(), convert_UV_vs_hlsl->GetBufferSize(), nullptr, &convert_UV_vs);
if(status) {
BOOST_LOG(error) << "Failed to create mergeUV vertex shader [0x"sv << util::hex(status).to_string_view() << ']';
BOOST_LOG(error) << "Failed to create convertUV vertex shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
convert_UV_vs.reset(vs_p);
status = device_p->CreatePixelShader(scene_ps_hlsl->GetBufferPointer(), scene_ps_hlsl->GetBufferSize(), nullptr, &ps_p);
status = device_p->CreatePixelShader(scene_ps_hlsl->GetBufferPointer(), scene_ps_hlsl->GetBufferSize(), nullptr, &scene_ps);
if(status) {
BOOST_LOG(error) << "Failed to create scene pixel shader [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
scene_ps.reset(ps_p);
blend_disable = make_blend(device_p, false);
blend_enable = make_blend(device_p, true);
if(!blend_disable || !blend_enable) {
return -1;
}
if(_init_rt(scene_sr, scene_rt, in_width, in_height, DXGI_FORMAT_B8G8R8A8_UNORM)) {
return -1;
}
@@ -467,12 +454,10 @@ public:
"SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0
};
input_layout_t::pointer input_layout_p;
status = device_p->CreateInputLayout(
&layout_desc, 1,
convert_UV_vs_hlsl->GetBufferPointer(), convert_UV_vs_hlsl->GetBufferSize(),
&input_layout_p);
input_layout.reset(input_layout_p);
&input_layout);
D3D11_TEXTURE2D_DESC t {};
t.Width = out_width;
@@ -484,18 +469,16 @@ public:
t.Format = pix_fmt == pix_fmt_e::nv12 ? DXGI_FORMAT_NV12 : DXGI_FORMAT_P010;
t.BindFlags = D3D11_BIND_RENDER_TARGET;
dxgi::texture2d_t::pointer tex_p {};
status = device_p->CreateTexture2D(&t, nullptr, &tex_p);
status = device_p->CreateTexture2D(&t, nullptr, &img.texture);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create render target texture [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
img.texture.reset(tex_p);
img.display = std::move(display);
img.width = out_width;
img.height = out_height;
img.data = (std::uint8_t*)tex_p;
img.data = (std::uint8_t*)img.texture.get();
img.row_pitch = out_width;
img.pixel_pitch = 1;
@@ -504,21 +487,18 @@ public:
D3D11_RTV_DIMENSION_TEXTURE2D
};
render_target_t::pointer nv12_rt_p;
status = device_p->CreateRenderTargetView(img.texture.get(), &nv12_rt_desc, &nv12_rt_p);
status = device_p->CreateRenderTargetView(img.texture.get(), &nv12_rt_desc, &nv12_Y_rt);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create render target view [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
nv12_Y_rt.reset(nv12_rt_p);
nv12_rt_desc.Format = DXGI_FORMAT_R8G8_UNORM;
status = device_p->CreateRenderTargetView(img.texture.get(), &nv12_rt_desc, &nv12_rt_p);
status = device_p->CreateRenderTargetView(img.texture.get(), &nv12_rt_desc, &nv12_UV_rt);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create render target view [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
nv12_UV_rt.reset(nv12_rt_p);
D3D11_SAMPLER_DESC sampler_desc {};
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
@@ -529,21 +509,16 @@ public:
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
sampler_state_t::pointer sampler_state_p;
status = device_p->CreateSamplerState(&sampler_desc, &sampler_state_p);
status = device_p->CreateSamplerState(&sampler_desc, &sampler_linear);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create point sampler state [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
sampler_linear.reset(sampler_state_p);
auto sampler_linear_p = sampler_linear.get();
auto color_matrix_buf_p = color_matrix.get();
auto info_buf_p = info_scene.get();
device_ctx_p->OMSetBlendState(blend_disable.get(), nullptr, 0xFFFFFFFFu);
device_ctx_p->PSSetSamplers(0, 1, &sampler_linear_p);
device_ctx_p->PSSetConstantBuffers(0, 1, &color_matrix_buf_p);
device_ctx_p->VSSetConstantBuffers(0, 1, &info_buf_p);
device_ctx_p->PSSetSamplers(0, 1, &sampler_linear);
device_ctx_p->PSSetConstantBuffers(0, 1, &color_matrix);
device_ctx_p->VSSetConstantBuffers(0, 1, &info_scene);
device_ctx_p->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
device_ctx_p->IASetInputLayout(input_layout.get());
@@ -589,13 +564,12 @@ private:
auto device = (device_t::pointer)data;
texture2d_t::pointer tex_p;
auto status = device->CreateTexture2D(&desc, nullptr, &tex_p);
texture2d_t tex;
auto status = device->CreateTexture2D(&desc, nullptr, &tex);
if(status) {
BOOST_LOG(error) << "Failed to create render target texture for luma [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
texture2d_t tex { tex_p };
D3D11_SHADER_RESOURCE_VIEW_DESC shader_resource_desc {
@@ -604,26 +578,22 @@ private:
};
shader_resource_desc.Texture2D.MipLevels = 1;
shader_res_t::pointer shader_res_p;
device->CreateShaderResourceView(tex_p, &shader_resource_desc, &shader_res_p);
device->CreateShaderResourceView(tex.get(), &shader_resource_desc, &shader_res);
if(status) {
BOOST_LOG(error) << "Failed to create render target texture for luma [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
shader_res.reset(shader_res_p);
D3D11_RENDER_TARGET_VIEW_DESC render_target_desc {
format,
D3D11_RTV_DIMENSION_TEXTURE2D
};
render_target_t::pointer render_target_p;
device->CreateRenderTargetView(tex_p, &render_target_desc, &render_target_p);
device->CreateRenderTargetView(tex.get(), &render_target_desc, &render_target);
if(status) {
BOOST_LOG(error) << "Failed to create render target view [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
render_target.reset(render_target_p);
return 0;
}
@@ -721,16 +691,15 @@ capture_e display_vram_t::snapshot(platf::img_t *img_base, std::chrono::millisec
t.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
t.BindFlags = D3D11_BIND_SHADER_RESOURCE;
dxgi::texture2d_t::pointer tex_p {};
auto status = device->CreateTexture2D(&t, &data, &tex_p);
texture2d_t texture;
auto status = device->CreateTexture2D(&t, &data, &texture);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create mouse texture [0x"sv << util::hex(status).to_string_view() << ']';
return capture_e::error;
}
texture2d_t texture { tex_p };
for(auto *hwdevice : hwdevices) {
if(hwdevice->set_cursor_texture(tex_p, t.Width, t.Height)) {
if(hwdevice->set_cursor_texture(texture.get(), t.Width, t.Height)) {
return capture_e::error;
}
}
@@ -747,15 +716,14 @@ capture_e display_vram_t::snapshot(platf::img_t *img_base, std::chrono::millisec
}
if(frame_update_flag) {
texture2d_t::pointer src_p {};
status = res->QueryInterface(IID_ID3D11Texture2D, (void **)&src_p);
texture2d_t src;
status = res->QueryInterface(IID_ID3D11Texture2D, (void **)&src);
if(FAILED(status)) {
BOOST_LOG(error) << "Couldn't query interface [0x"sv << util::hex(status).to_string_view() << ']';
return capture_e::error;
}
texture2d_t src { src_p };
device_ctx->CopyResource(img->texture.get(), src.get());
}
@@ -775,15 +743,13 @@ std::shared_ptr<platf::img_t> display_vram_t::alloc_img() {
t.Format = format;
t.BindFlags = D3D11_BIND_SHADER_RESOURCE;
dxgi::texture2d_t::pointer tex_p {};
auto status = device->CreateTexture2D(&t, nullptr, &tex_p);
auto status = device->CreateTexture2D(&t, nullptr, &img->texture);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create img buf texture [0x"sv << util::hex(status).to_string_view() << ']';
return nullptr;
}
img->texture.reset(tex_p);
img->data = (std::uint8_t*)tex_p;
img->data = (std::uint8_t*)img->texture.get();
img->row_pitch = 0;
img->pixel_pitch = 4;
img->width = 0;
@@ -813,15 +779,15 @@ int display_vram_t::dummy_img(platf::img_t *img_base) {
t.Format = format;
t.BindFlags = D3D11_BIND_SHADER_RESOURCE;
dxgi::texture2d_t::pointer tex_p {};
auto status = device->CreateTexture2D(&t, &data, &tex_p);
dxgi::texture2d_t tex;
auto status = device->CreateTexture2D(&t, &data, &tex);
if(FAILED(status)) {
BOOST_LOG(error) << "Failed to create dummy texture [0x"sv << util::hex(status).to_string_view() << ']';
return -1;
}
img->texture.reset(tex_p);
img->data = (std::uint8_t*)tex_p;
img->texture = std::move(tex);
img->data = (std::uint8_t*)img->texture.get();
img->height = height;
img->width = width;
img->pixel_pitch = 4;