dolphin/Source/Core/VideoBackends/D3D/GeometryShaderCache.h
Phil Christensen 2ed61b0ee1 C++ conformance fixes (MSVC /permissive-)
We (the Microsoft C++ team) use the dolphin project as part of our "Real world code" tests.
I noticed a few issues in windows specific code when building dolphin with the MSVC compiler
in its conformance mode (/permissive-).  For more information on /permissive- see our blog
https://blogs.msdn.microsoft.com/vcblog/2016/11/16/permissive-switch/.

These changes are to address 3 different types of issues:

1) Use of qualified names in member declarations

    struct A {
        void A::f() { } // error C4596: illegal qualified name in member declaration
                        // remove redundant 'A::' to fix
    };

2) Binding a non-const reference to a temporary

    struct S{};
  
    // If arg is in 'in' parameter, then it should be made const.
    void func(S& arg){}
  
    int main() {
      //error C2664: 'void func(S &)': cannot convert argument 1 from 'S' to 'S &'
      //note: A non-const reference may only be bound to an lvalue
      func( S() );
   
      //Work around this by creating a local, and using it to call the function
      S s;
      func( s );
    }

3) Add missing #include <intrin.h>

Because of the workaround you are using in the code you will need to include
this.  This is because of changes in the libraries and not /permissive-
2017-02-15 20:37:04 -08:00

47 lines
1.2 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <d3d11.h>
#include <map>
#include "VideoCommon/GeometryShaderGen.h"
namespace DX11
{
class GeometryShaderCache
{
public:
static void Init();
static void Clear();
static void Shutdown();
static bool SetShader(u32 primitive_type); // TODO: Should be renamed to LoadShader
static bool InsertByteCode(const GeometryShaderUid& uid, const void* bytecode,
unsigned int bytecodelen);
static ID3D11GeometryShader* GetClearGeometryShader();
static ID3D11GeometryShader* GetCopyGeometryShader();
static ID3D11GeometryShader* GetActiveShader() { return last_entry->shader; }
static ID3D11Buffer*& GetConstantBuffer();
private:
struct GSCacheEntry
{
ID3D11GeometryShader* shader;
GSCacheEntry() : shader(nullptr) {}
void Destroy() { SAFE_RELEASE(shader); }
};
typedef std::map<GeometryShaderUid, GSCacheEntry> GSCache;
static GSCache GeometryShaders;
static const GSCacheEntry* last_entry;
static GeometryShaderUid last_uid;
static const GSCacheEntry pass_entry;
};
} // namespace DX11