AudioCommon / VideoBackends / WinUpdater - cleanup WRL code

This commit is contained in:
oltolm
2025-11-19 23:17:31 +01:00
parent 4f30aaf1ca
commit 58b3c14c23
8 changed files with 61 additions and 62 deletions

View File

@@ -50,7 +50,7 @@ std::unique_ptr<DXTexture> DXTexture::Create(const TextureConfig& config, std::s
D3D11_USAGE_DEFAULT, 0, config.samples, 0,
config.type == AbstractTextureType::Texture_CubeMap ? D3D11_RESOURCE_MISC_TEXTURECUBE : 0);
ComPtr<ID3D11Texture2D> d3d_texture;
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, d3d_texture.GetAddressOf());
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &d3d_texture);
if (FAILED(hr))
{
PanicAlertFmt("Failed to create {}x{}x{} D3D backing texture: {}", config.width, config.height,
@@ -119,7 +119,7 @@ bool DXTexture::CreateSRV()
m_texture.Get(), dimension, D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0,
m_config.levels, 0, m_config.layers);
DEBUG_ASSERT(!m_srv);
HRESULT hr = D3D::device->CreateShaderResourceView(m_texture.Get(), &desc, m_srv.GetAddressOf());
HRESULT hr = D3D::device->CreateShaderResourceView(m_texture.Get(), &desc, &m_srv);
if (FAILED(hr))
{
PanicAlertFmt("Failed to create {}x{}x{} D3D SRV: {}", m_config.width, m_config.height,
@@ -136,7 +136,7 @@ bool DXTexture::CreateUAV()
m_texture.Get(), D3D11_UAV_DIMENSION_TEXTURE2DARRAY,
D3DCommon::GetSRVFormatForAbstractFormat(m_config.format), 0, 0, m_config.layers);
DEBUG_ASSERT(!m_uav);
HRESULT hr = D3D::device->CreateUnorderedAccessView(m_texture.Get(), &desc, m_uav.GetAddressOf());
HRESULT hr = D3D::device->CreateUnorderedAccessView(m_texture.Get(), &desc, &m_uav);
if (FAILED(hr))
{
PanicAlertFmt("Failed to create {}x{}x{} D3D UAV: {}", m_config.width, m_config.height,
@@ -233,7 +233,7 @@ std::unique_ptr<DXStagingTexture> DXStagingTexture::Create(StagingTextureType ty
config.width, config.height, 1, 1, bind_flags, usage, cpu_flags);
ComPtr<ID3D11Texture2D> texture;
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, texture.GetAddressOf());
HRESULT hr = D3D::device->CreateTexture2D(&desc, nullptr, &texture);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create staging texture: {}", DX11HRWrap(hr));
if (FAILED(hr))
return nullptr;
@@ -444,8 +444,8 @@ DXFramebuffer::Create(DXTexture* color_attachment, DXTexture* depth_attachment,
D3D11_RTV_DIMENSION_TEXTURE2DARRAY,
D3DCommon::GetRTVFormatForAbstractFormat(color_attachment->GetFormat(), false), 0, 0,
color_attachment->GetLayers());
HRESULT hr = D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc,
rtv.GetAddressOf());
HRESULT hr =
D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc, &rtv);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create render target view for framebuffer: {}",
DX11HRWrap(hr));
if (FAILED(hr))
@@ -458,7 +458,7 @@ DXFramebuffer::Create(DXTexture* color_attachment, DXTexture* depth_attachment,
{
desc.Format = integer_format;
hr = D3D::device->CreateRenderTargetView(color_attachment->GetD3DTexture(), &desc,
integer_rtv.GetAddressOf());
&integer_rtv);
ASSERT_MSG(VIDEO, SUCCEEDED(hr),
"Failed to create integer render target view for framebuffer: {}", DX11HRWrap(hr));
}
@@ -475,7 +475,7 @@ DXFramebuffer::Create(DXTexture* color_attachment, DXTexture* depth_attachment,
0, 0, 1);
HRESULT hr = D3D::device->CreateRenderTargetView(
static_cast<DXTexture*>(additional_color_attachment)->GetD3DTexture(), &desc,
additional_rtv.GetAddressOf());
&additional_rtv);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Create render target view for framebuffer: {}",
DX11HRWrap(hr));
if (FAILED(hr))
@@ -491,8 +491,8 @@ DXFramebuffer::Create(DXTexture* color_attachment, DXTexture* depth_attachment,
D3D11_DSV_DIMENSION_TEXTURE2DARRAY,
D3DCommon::GetDSVFormatForAbstractFormat(depth_attachment->GetFormat()), 0, 0,
depth_attachment->GetLayers(), 0);
HRESULT hr = D3D::device->CreateDepthStencilView(depth_attachment->GetD3DTexture(), &desc,
dsv.GetAddressOf());
HRESULT hr =
D3D::device->CreateDepthStencilView(depth_attachment->GetD3DTexture(), &desc, &dsv);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create depth stencil view for framebuffer: {}",
DX11HRWrap(hr));
if (FAILED(hr))