From 3ee447e5f7d759196336d995ee0f48223aa54c27 Mon Sep 17 00:00:00 2001 From: Lioncash Date: Sun, 9 Apr 2017 15:57:44 -0400 Subject: [PATCH] D3D/Render: Get rid of unnecessary casts --- Source/Core/VideoBackends/D3D/Render.cpp | 20 ++++++++------------ 1 file changed, 8 insertions(+), 12 deletions(-) diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index b796d4a3f8..dbfa59d5d0 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -102,13 +102,13 @@ static void SetupDeviceObjects() ddesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; hr = D3D::device->CreateDepthStencilState(&ddesc, &s_clear_depth_states[2]); CHECK(hr == S_OK, "Create depth state for Renderer::ClearScreen"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_clear_depth_states[0], + D3D::SetDebugObjectName(s_clear_depth_states[0], "depth state for Renderer::ClearScreen (depth buffer disabled)"); D3D::SetDebugObjectName( - (ID3D11DeviceChild*)s_clear_depth_states[1], + s_clear_depth_states[1], "depth state for Renderer::ClearScreen (depth buffer enabled, writing enabled)"); D3D::SetDebugObjectName( - (ID3D11DeviceChild*)s_clear_depth_states[2], + s_clear_depth_states[2], "depth state for Renderer::ClearScreen (depth buffer enabled, writing disabled)"); D3D11_BLEND_DESC blenddesc; @@ -124,8 +124,7 @@ static void SetupDeviceObjects() blenddesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; hr = D3D::device->CreateBlendState(&blenddesc, &s_reset_blend_state); CHECK(hr == S_OK, "Create blend state for Renderer::ResetAPIState"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_reset_blend_state, - "blend state for Renderer::ResetAPIState"); + D3D::SetDebugObjectName(s_reset_blend_state, "blend state for Renderer::ResetAPIState"); s_clear_blend_states[0] = s_reset_blend_state; s_reset_blend_state->AddRef(); @@ -151,15 +150,13 @@ static void SetupDeviceObjects() ddesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; hr = D3D::device->CreateDepthStencilState(&ddesc, &s_reset_depth_state); CHECK(hr == S_OK, "Create depth state for Renderer::ResetAPIState"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_reset_depth_state, - "depth stencil state for Renderer::ResetAPIState"); + D3D::SetDebugObjectName(s_reset_depth_state, "depth stencil state for Renderer::ResetAPIState"); D3D11_RASTERIZER_DESC rastdesc = CD3D11_RASTERIZER_DESC(D3D11_FILL_SOLID, D3D11_CULL_NONE, false, 0, 0.f, 0.f, false, false, false, false); hr = D3D::device->CreateRasterizerState(&rastdesc, &s_reset_rast_state); CHECK(hr == S_OK, "Create rasterizer state for Renderer::ResetAPIState"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_reset_rast_state, - "rasterizer state for Renderer::ResetAPIState"); + D3D::SetDebugObjectName(s_reset_rast_state, "rasterizer state for Renderer::ResetAPIState"); s_screenshot_texture = nullptr; } @@ -197,7 +194,7 @@ static void CreateScreenshotTexture() D3D11_USAGE_STAGING, D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE); HRESULT hr = D3D::device->CreateTexture2D(&scrtex_desc, nullptr, &s_screenshot_texture); CHECK(hr == S_OK, "Create screenshot staging texture"); - D3D::SetDebugObjectName((ID3D11DeviceChild*)s_screenshot_texture, "staging screenshot texture"); + D3D::SetDebugObjectName(s_screenshot_texture, "staging screenshot texture"); } static D3D11_BOX GetScreenshotSourceBox(const TargetRectangle& targetRc) @@ -814,8 +811,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, unsigned int source_width = source_box.right - source_box.left; unsigned int source_height = source_box.bottom - source_box.top; D3D::context->CopySubresourceRegion(s_screenshot_texture, 0, 0, 0, 0, - (ID3D11Resource*)D3D::GetBackBuffer()->GetTex(), 0, - &source_box); + D3D::GetBackBuffer()->GetTex(), 0, &source_box); D3D11_MAPPED_SUBRESOURCE map; D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ, 0, &map);