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[dxvk] Don't allow common objects to be reference-counted

This commit is contained in:
Philip Rebohle 2019-07-30 20:06:59 +02:00
parent 65c1e58bd9
commit 4fd41f8550
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GPG Key ID: C8CC613427A31C99
10 changed files with 10 additions and 10 deletions

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@ -84,7 +84,7 @@ namespace dxvk {
* Thread-safe event allocator that provides
* a way to create and recycle Vulkan events.
*/
class DxvkGpuEventPool : public RcObject {
class DxvkGpuEventPool {
public:

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@ -295,7 +295,7 @@ namespace dxvk {
* Small wrapper class that manages query
* allocators for all supported query types,
*/
class DxvkGpuQueryPool : public RcObject {
class DxvkGpuQueryPool {
public:

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@ -216,7 +216,7 @@ namespace dxvk {
* Allocates device memory for Vulkan resources.
* Memory objects will be destroyed automatically.
*/
class DxvkMemoryAllocator : public RcObject {
class DxvkMemoryAllocator {
friend class DxvkMemory;
friend class DxvkMemoryChunk;
public:

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@ -44,7 +44,7 @@ namespace dxvk {
* compute pipelines that are going to be used
* for clear operations.
*/
class DxvkMetaClearObjects : public RcObject {
class DxvkMetaClearObjects {
public:

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@ -101,7 +101,7 @@ namespace dxvk {
* Meta copy operations are necessary in order
* to copy data between color and depth images.
*/
class DxvkMetaCopyObjects : public RcObject {
class DxvkMetaCopyObjects {
public:

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@ -161,7 +161,7 @@ namespace dxvk {
* decisions, we have to create one render pass
* and pipeline object per image format used.
*/
class DxvkMetaMipGenObjects : public RcObject {
class DxvkMetaMipGenObjects {
public:

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@ -72,7 +72,7 @@ namespace dxvk {
* Stores compute shaders and related objects
* for depth-stencil image packing operations.
*/
class DxvkMetaPackObjects : public RcObject {
class DxvkMetaPackObjects {
public:

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@ -94,7 +94,7 @@ namespace dxvk {
* Implements resolve operations in fragment
* shaders when using different formats.
*/
class DxvkMetaResolveObjects : public RcObject {
class DxvkMetaResolveObjects {
public:

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@ -44,7 +44,7 @@ namespace dxvk {
* because DXVK does not expose the concept of shader
* pipeline objects to the client API.
*/
class DxvkPipelineManager : public RcObject {
class DxvkPipelineManager {
friend class DxvkComputePipeline;
friend class DxvkGraphicsPipeline;
public:

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@ -201,7 +201,7 @@ namespace dxvk {
* be created, but no two render pass objects
* will have the same format.
*/
class DxvkRenderPassPool : public RcObject {
class DxvkRenderPassPool {
public: