diff --git a/gfx/drivers_renderchain/d3d9_hlsl_renderchain.cpp b/gfx/drivers_renderchain/d3d9_hlsl_renderchain.cpp index d19c9eaf4b..52c69d9739 100644 --- a/gfx/drivers_renderchain/d3d9_hlsl_renderchain.cpp +++ b/gfx/drivers_renderchain/d3d9_hlsl_renderchain.cpp @@ -69,6 +69,12 @@ static void hlsl_d3d9_renderchain_clear(void *data) static bool hlsl_d3d9_renderchain_init_shader_fvf(void *data, void *pass_data) { + static const D3DVERTEXELEMENT VertexElements[] = + { + { 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, + { 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, + D3DDECL_END() + }; d3d_video_t *d3d = (d3d_video_t*)data; d3d_video_t *pass = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; @@ -76,17 +82,8 @@ static bool hlsl_d3d9_renderchain_init_shader_fvf(void *data, void *pass_data) (void)pass_data; -#if defined(_XBOX360) - static const D3DVERTEXELEMENT VertexElements[] = - { - { 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, - { 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, - D3DDECL_END() - }; - if (FAILED(d3dr->CreateVertexDeclaration(VertexElements, &chain->vertex_decl))) return false; -#endif return true; } @@ -119,9 +116,6 @@ static bool renderchain_create_first_pass(void *data, d3d_set_sampler_address_u(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER); -#ifdef _XBOX1 - d3d_set_render_state(d3dr, D3DRS_LIGHTING, 0); -#endif d3d_set_render_state(d3dr, D3DRS_CULLMODE, D3DCULL_NONE); d3d_set_render_state(d3dr, D3DRS_ZENABLE, FALSE); @@ -156,57 +150,34 @@ static void renderchain_set_vertices(void *data, unsigned pass, float tex_w = vert_width; float tex_h = vert_height; -#ifdef _XBOX360 tex_w /= ((float)chain->tex_w); tex_h /= ((float)chain->tex_h); -#endif - vert[0].x = -1.0f; - vert[1].x = 1.0f; - vert[2].x = -1.0f; - vert[3].x = 1.0f; + vert[0].x = -1.0f; + vert[0].y = -1.0f; + vert[0].u = 0.0f; + vert[0].v = tex_h; - vert[0].y = -1.0f; - vert[1].y = -1.0f; - vert[2].y = 1.0f; - vert[3].y = 1.0f; -#if defined(_XBOX1) - vert[0].z = 1.0f; - vert[1].z = 1.0f; - vert[2].z = 1.0f; - vert[3].z = 1.0f; + vert[1].x = 1.0f; + vert[1].y = -1.0f; + vert[1].u = tex_w; + vert[1].v = tex_h; - vert[0].rhw = 0.0f; - vert[1].rhw = tex_w; - vert[2].rhw = 0.0f; - vert[3].rhw = tex_w; + vert[2].x = -1.0f; + vert[2].y = 1.0f; + vert[2].u = 0.0f; + vert[2].v = 0.0f; - vert[0].u = tex_h; - vert[1].u = tex_h; - vert[2].u = 0.0f; - vert[3].u = 0.0f; - - vert[0].v = 0.0f; - vert[1].v = 0.0f; - vert[2].v = 0.0f; - vert[3].v = 0.0f; -#elif defined(_XBOX360) - vert[0].u = 0.0f; - vert[1].u = tex_w; - vert[2].u = 0.0f; - vert[3].u = tex_w; - - vert[0].v = tex_h; - vert[1].v = tex_h; - vert[2].v = 0.0f; - vert[3].v = 0.0f; -#endif + vert[3].x = 1.0f; + vert[3].y = 1.0f; + vert[3].u = tex_w; + vert[3].v = 0.0f; /* Align texels and vertices. */ for (i = 0; i < 4; i++) { - vert[i].x -= 0.5f / ((float)chain->tex_w); - vert[i].y += 0.5f / ((float)chain->tex_h); + vert[i].x -= 0.5f / ((float)chain->tex_w); + vert[i].y += 0.5f / ((float)chain->tex_h); } verts = d3d_vertex_buffer_lock(chain->vertex_buf);