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https://github.com/libretro/RetroArch
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Cleanups
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c67dc034e9
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@ -60,11 +60,11 @@ typedef struct hlsl_shader_data
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#include "d3d9_renderchain.h"
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typedef struct hlsl_d3d9_renderchain
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typedef struct hlsl_renderchain
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{
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struct d3d9_renderchain chain;
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hlsl_shader_data_t *shader_pipeline;
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} hlsl_d3d9_renderchain_t;
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} hlsl_renderchain_t;
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static void *d3d9_hlsl_get_constant_by_name(void *data, const char *name)
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{
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@ -530,8 +530,8 @@ static bool hlsl_d3d9_renderchain_create_first_pass(
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return true;
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}
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static void d3d9_hlsl_renderchain_calc_and_set_shader_mvp(
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hlsl_d3d9_renderchain_t *chain,
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static void hlsl_d3d9_renderchain_calc_and_set_shader_mvp(
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hlsl_renderchain_t *chain,
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d3d9_video_t *d3d,
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unsigned vp_width, unsigned vp_height,
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unsigned rotation)
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@ -555,7 +555,7 @@ static void d3d9_hlsl_renderchain_calc_and_set_shader_mvp(
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static void hlsl_d3d9_renderchain_set_vertices(
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d3d9_video_t *d3d,
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hlsl_d3d9_renderchain_t *chain,
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hlsl_renderchain_t *chain,
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struct shader_pass *pass,
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unsigned pass_count,
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unsigned width, unsigned height,
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@ -570,7 +570,7 @@ static void hlsl_d3d9_renderchain_set_vertices(
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vp_width, vp_height, rotation);
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hlsl_use(chain->shader_pipeline, chain->chain.dev, pass_count, true);
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d3d9_hlsl_renderchain_calc_and_set_shader_mvp(chain, d3d,
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hlsl_d3d9_renderchain_calc_and_set_shader_mvp(chain, d3d,
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/*pass->vPrg, */vp_width, vp_height, rotation);
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hlsl_d3d9_renderchain_set_shader_params(&chain->chain,
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chain->shader_pipeline, chain->chain.dev,
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@ -580,7 +580,7 @@ static void hlsl_d3d9_renderchain_set_vertices(
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vp_width, vp_height);
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}
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static void d3d9_hlsl_deinit_progs(hlsl_d3d9_renderchain_t *chain)
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static void d3d9_hlsl_deinit_progs(hlsl_renderchain_t *chain)
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{
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RARCH_LOG("[D3D9 HLSL]: Destroying programs.\n");
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@ -602,7 +602,7 @@ static void d3d9_hlsl_deinit_progs(hlsl_d3d9_renderchain_t *chain)
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}
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}
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static void d3d9_hlsl_destroy_resources(hlsl_d3d9_renderchain_t *chain)
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static void d3d9_hlsl_destroy_resources(hlsl_renderchain_t *chain)
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{
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unsigned i;
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@ -626,7 +626,7 @@ static void d3d9_hlsl_destroy_resources(hlsl_d3d9_renderchain_t *chain)
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static void hlsl_d3d9_renderchain_free(void *data)
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{
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unsigned i;
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hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)data;
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hlsl_renderchain_t *chain = (hlsl_renderchain_t*)data;
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if (!chain)
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return;
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@ -639,8 +639,8 @@ static void hlsl_d3d9_renderchain_free(void *data)
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void *hlsl_d3d9_renderchain_new(void)
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{
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hlsl_d3d9_renderchain_t *renderchain =
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(hlsl_d3d9_renderchain_t*)calloc(1, sizeof(*renderchain));
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hlsl_renderchain_t *renderchain =
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(hlsl_renderchain_t*)calloc(1, sizeof(*renderchain));
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if (!renderchain)
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return NULL;
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@ -650,7 +650,7 @@ void *hlsl_d3d9_renderchain_new(void)
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}
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static bool hlsl_d3d9_renderchain_init_shader(d3d9_video_t *d3d,
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hlsl_d3d9_renderchain_t *chain)
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hlsl_renderchain_t *chain)
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{
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hlsl_shader_data_t *shader = hlsl_init(d3d, retroarch_get_shader_preset());
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if (!shader)
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@ -672,7 +672,7 @@ static bool hlsl_d3d9_renderchain_init(
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bool rgb32
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)
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{
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hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)
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hlsl_renderchain_t *chain = (hlsl_renderchain_t*)
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d3d->renderchain_data;
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unsigned fmt = (rgb32)
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? RETRO_PIXEL_FORMAT_XRGB8888 : RETRO_PIXEL_FORMAT_RGB565;
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@ -701,7 +701,7 @@ static void hlsl_d3d9_renderchain_set_final_viewport(
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void *renderchain_data,
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const D3DVIEWPORT9 *final_viewport)
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{
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hlsl_d3d9_renderchain_t *_chain = (hlsl_d3d9_renderchain_t*)renderchain_data;
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hlsl_renderchain_t *_chain = (hlsl_renderchain_t*)renderchain_data;
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d3d9_renderchain_t *chain = (d3d9_renderchain_t*)&_chain->chain;
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if (chain && final_viewport)
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@ -735,7 +735,7 @@ static void d3d9_hlsl_renderchain_set_params(
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}
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static void hlsl_d3d9_renderchain_render_pass(
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hlsl_d3d9_renderchain_t *chain,
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hlsl_renderchain_t *chain,
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struct shader_pass *pass,
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state_tracker_t *tracker,
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unsigned pass_index)
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@ -824,8 +824,7 @@ static bool hlsl_d3d9_renderchain_render(
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unsigned i, current_width, current_height, out_width = 0, out_height = 0;
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struct shader_pass *last_pass = NULL;
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struct shader_pass *first_pass = NULL;
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settings_t *settings = config_get_ptr();
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hlsl_d3d9_renderchain_t *chain = (hlsl_d3d9_renderchain_t*)
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hlsl_renderchain_t *chain = (hlsl_renderchain_t*)
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d3d->renderchain_data;
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d3d9_renderchain_start_render(&chain->chain);
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@ -937,7 +936,7 @@ static bool hlsl_d3d9_renderchain_render(
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cgD3D9BindProgram(chain->fStock);
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cgD3D9BindProgram(chain->vStock);
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#endif
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d3d9_hlsl_renderchain_calc_and_set_shader_mvp(chain, d3d,
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hlsl_d3d9_renderchain_calc_and_set_shader_mvp(chain, d3d,
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/* chain->vStock, */ chain->chain.final_viewport->Width,
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chain->chain.final_viewport->Height, 0);
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@ -956,7 +955,7 @@ static bool hlsl_d3d9_renderchain_add_pass(
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static bool hlsl_d3d9_renderchain_add_lut(void *data,
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const char *id, const char *path, bool smooth)
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{
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hlsl_d3d9_renderchain_t *_chain = (hlsl_d3d9_renderchain_t*)data;
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hlsl_renderchain_t *_chain = (hlsl_renderchain_t*)data;
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d3d9_renderchain_t *chain = (d3d9_renderchain_t*)&_chain->chain;
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return d3d9_renderchain_add_lut(chain, id, path, smooth);
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