diff --git a/libobs-d3d11/d3d11-rebuild.cpp b/libobs-d3d11/d3d11-rebuild.cpp index 376b8eaee..8c028d199 100644 --- a/libobs-d3d11/d3d11-rebuild.cpp +++ b/libobs-d3d11/d3d11-rebuild.cpp @@ -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)) diff --git a/libobs-d3d11/d3d11-subsystem.hpp b/libobs-d3d11/d3d11-subsystem.hpp index 4dea49cea..2eaee6423 100644 --- a/libobs-d3d11/d3d11-subsystem.hpp +++ b/libobs-d3d11/d3d11-subsystem.hpp @@ -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 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 shader; vector> 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 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 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 state; D3D11_RASTERIZER_DESC rd; - inline void Rebuild(ID3D11Device *dev); + void Rebuild(ID3D11Device *dev); inline void Release() {