libobs-d3d11: Don't inline rebuild funcs

Inlining these functions is pretty pointless.
This commit is contained in:
jp9000 2019-02-17 17:22:04 -08:00
parent 6378a77a82
commit e09c63914e
2 changed files with 25 additions and 25 deletions

View File

@ -17,14 +17,14 @@
#include "d3d11-subsystem.hpp"
inline void gs_vertex_buffer::Rebuild()
void gs_vertex_buffer::Rebuild()
{
uvBuffers.clear();
uvSizes.clear();
BuildBuffers();
}
inline void gs_index_buffer::Rebuild(ID3D11Device *dev)
void gs_index_buffer::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateBuffer(&bd, &srd, &indexBuffer);
if (FAILED(hr))
@ -55,7 +55,7 @@ void gs_texture_2d::RebuildSharedTextureFallback()
isShared = false;
}
inline void gs_texture_2d::Rebuild(ID3D11Device *dev)
void gs_texture_2d::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
if (isShared) {
@ -91,7 +91,7 @@ inline void gs_texture_2d::Rebuild(ID3D11Device *dev)
}
}
inline void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
hr = dev->CreateTexture2D(&td, nullptr, &texture);
@ -103,21 +103,21 @@ inline void gs_zstencil_buffer::Rebuild(ID3D11Device *dev)
throw HRError("Failed to create depth stencil view", hr);
}
inline void gs_stage_surface::Rebuild(ID3D11Device *dev)
void gs_stage_surface::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateTexture2D(&td, nullptr, &texture);
if (FAILED(hr))
throw HRError("Failed to create staging surface", hr);
}
inline void gs_sampler_state::Rebuild(ID3D11Device *dev)
void gs_sampler_state::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateSamplerState(&sd, state.Assign());
if (FAILED(hr))
throw HRError("Failed to create sampler state", hr);
}
inline void gs_vertex_shader::Rebuild(ID3D11Device *dev)
void gs_vertex_shader::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
hr = dev->CreateVertexShader(data.data(), data.size(), nullptr, &shader);
@ -142,7 +142,7 @@ inline void gs_vertex_shader::Rebuild(ID3D11Device *dev)
}
}
inline void gs_pixel_shader::Rebuild(ID3D11Device *dev)
void gs_pixel_shader::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
@ -164,7 +164,7 @@ inline void gs_pixel_shader::Rebuild(ID3D11Device *dev)
}
}
inline void gs_swap_chain::Rebuild(ID3D11Device *dev)
void gs_swap_chain::Rebuild(ID3D11Device *dev)
{
HRESULT hr = device->factory->CreateSwapChain(dev, &swapDesc, &swap);
if (FAILED(hr))
@ -172,21 +172,21 @@ inline void gs_swap_chain::Rebuild(ID3D11Device *dev)
Init();
}
inline void SavedBlendState::Rebuild(ID3D11Device *dev)
void SavedBlendState::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateBlendState(&bd, &state);
if (FAILED(hr))
throw HRError("Failed to create blend state", hr);
}
inline void SavedZStencilState::Rebuild(ID3D11Device *dev)
void SavedZStencilState::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateDepthStencilState(&dsd, &state);
if (FAILED(hr))
throw HRError("Failed to create depth stencil state", hr);
}
inline void SavedRasterState::Rebuild(ID3D11Device *dev)
void SavedRasterState::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateRasterizerState(&rd, &state);
if (FAILED(hr))

View File

@ -269,7 +269,7 @@ struct gs_vertex_buffer : gs_obj {
uvBuffers.clear();
}
inline void Rebuild();
void Rebuild();
gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
uint32_t flags);
@ -296,7 +296,7 @@ struct gs_index_buffer : gs_obj {
void InitBuffer();
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline void Release() {indexBuffer.Release();}
@ -312,7 +312,7 @@ struct gs_texture : gs_obj {
ComPtr<ID3D11ShaderResourceView> shaderRes;
D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline gs_texture(gs_texture_type type, uint32_t levels,
gs_color_format format)
@ -370,7 +370,7 @@ struct gs_texture_2d : gs_texture {
void BackupTexture(const uint8_t **data);
void RebuildSharedTextureFallback();
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline void Release()
{
@ -410,7 +410,7 @@ struct gs_zstencil_buffer : gs_obj {
void InitBuffer();
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline void Release()
{
@ -437,7 +437,7 @@ struct gs_stage_surface : gs_obj {
gs_color_format format;
DXGI_FORMAT dxgiFormat;
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline void Release()
{
@ -454,7 +454,7 @@ struct gs_sampler_state : gs_obj {
D3D11_SAMPLER_DESC sd = {};
gs_sampler_info info;
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline void Release() {state.Release();}
@ -543,7 +543,7 @@ struct gs_vertex_shader : gs_shader {
bool hasTangents;
uint32_t nTexUnits;
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline void Release()
{
@ -590,7 +590,7 @@ struct gs_pixel_shader : gs_shader {
ComPtr<ID3D11PixelShader> shader;
vector<unique_ptr<ShaderSampler>> samplers;
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline void Release()
{
@ -626,7 +626,7 @@ struct gs_swap_chain : gs_obj {
void Resize(uint32_t cx, uint32_t cy);
void Init();
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline void Release()
{
@ -673,7 +673,7 @@ struct SavedBlendState : BlendState {
ComPtr<ID3D11BlendState> state;
D3D11_BLEND_DESC bd;
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline void Release()
{
@ -730,7 +730,7 @@ struct SavedZStencilState : ZStencilState {
ComPtr<ID3D11DepthStencilState> state;
D3D11_DEPTH_STENCIL_DESC dsd;
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline void Release()
{
@ -765,7 +765,7 @@ struct SavedRasterState : RasterState {
ComPtr<ID3D11RasterizerState> state;
D3D11_RASTERIZER_DESC rd;
inline void Rebuild(ID3D11Device *dev);
void Rebuild(ID3D11Device *dev);
inline void Release()
{