diff --git a/gfx/d3d9/d3d.hpp b/gfx/d3d9/d3d.hpp index 30b4acf9a0..3e24d034c6 100644 --- a/gfx/d3d9/d3d.hpp +++ b/gfx/d3d9/d3d.hpp @@ -55,7 +55,7 @@ #include #include #endif -#include "d3d_defines.h" +#include "d3d_wrapper.h" #include #include diff --git a/gfx/d3d9/d3d_wrapper.c b/gfx/d3d9/d3d_wrapper.c index 0983f595ee..f6733f200c 100644 --- a/gfx/d3d9/d3d_wrapper.c +++ b/gfx/d3d9/d3d_wrapper.c @@ -61,7 +61,7 @@ void d3d_set_stream_source(LPDIRECT3DDEVICE dev, unsigned stream_no, } void d3d_set_sampler_address_u(LPDIRECT3DDEVICE dev, - unsigned sampler, unsigned type, unsigned value) + unsigned sampler, unsigned value) { #if defined(_XBOX1) D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); @@ -69,12 +69,12 @@ void d3d_set_sampler_address_u(LPDIRECT3DDEVICE dev, #elif defined(_XBOX360) D3DDevice_SetSamplerState_AddressU_Inline(dev, sampler, value); #else - dev->SetSamplerState(sampler, D3DSAMP_ADDRESSU, type); + dev->SetSamplerState(sampler, D3DSAMP_ADDRESSU, value); #endif } void d3d_set_sampler_address_v(LPDIRECT3DDEVICE dev, - unsigned sampler, unsigned type, unsigned value) + unsigned sampler, unsigned value) { #if defined(_XBOX1) D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); @@ -82,12 +82,12 @@ void d3d_set_sampler_address_v(LPDIRECT3DDEVICE dev, #elif defined(_XBOX360) D3DDevice_SetSamplerState_AddressV_Inline(dev, sampler, value); #else - dev->SetSamplerState(sampler, D3DSAMP_ADDRESSV, type); + dev->SetSamplerState(sampler, D3DSAMP_ADDRESSV, value); #endif } void d3d_set_sampler_minfilter(LPDIRECT3DDEVICE dev, - unsigned sampler, unsigned type, unsigned value) + unsigned sampler, unsigned value) { #if defined(_XBOX1) D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); @@ -95,12 +95,12 @@ void d3d_set_sampler_minfilter(LPDIRECT3DDEVICE dev, #elif defined(_XBOX360) D3DDevice_SetSamplerState_MinFilter(dev, sampler, value); #else - dev->SetSamplerState(sampler, D3DSAMP_MINFILTER, type); + dev->SetSamplerState(sampler, D3DSAMP_MINFILTER, value); #endif } void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev, - unsigned sampler, unsigned type, unsigned value) + unsigned sampler, unsigned value) { #if defined(_XBOX1) D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler); @@ -108,7 +108,7 @@ void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev, #elif defined(_XBOX360) D3DDevice_SetSamplerState_MagFilter(dev, sampler, value); #else - dev->SetSamplerState(sampler, D3DSAMP_MAGFILTER, type); + dev->SetSamplerState(sampler, D3DSAMP_MAGFILTER, value); #endif } diff --git a/gfx/d3d9/d3d_wrapper.h b/gfx/d3d9/d3d_wrapper.h index ce4ed80abb..f6a3e75880 100644 --- a/gfx/d3d9/d3d_wrapper.h +++ b/gfx/d3d9/d3d_wrapper.h @@ -31,16 +31,16 @@ void d3d_set_stream_source(LPDIRECT3DDEVICE dev, unsigned stream_no, unsigned stride); void d3d_set_sampler_address_u(LPDIRECT3DDEVICE dev, - unsigned sampler, unsigned type, unsigned value); + unsigned sampler, unsigned value); void d3d_set_sampler_address_v(LPDIRECT3DDEVICE dev, - unsigned sampler, unsigned type, unsigned value); + unsigned sampler, unsigned value); void d3d_set_sampler_minfilter(LPDIRECT3DDEVICE dev, - unsigned sampler, unsigned type, unsigned value); + unsigned sampler, unsigned value); void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev, - unsigned sampler, unsigned type, unsigned value); + unsigned sampler, unsigned value); void d3d_draw_primitive(LPDIRECT3DDEVICE dev, D3DPRIMITIVETYPE type, unsigned start, unsigned count); diff --git a/gfx/d3d9/render_chain.cpp b/gfx/d3d9/render_chain.cpp index cecc0bb5e5..2359affcf0 100644 --- a/gfx/d3d9/render_chain.cpp +++ b/gfx/d3d9/render_chain.cpp @@ -133,8 +133,8 @@ bool renderchain_set_pass_size(void *data, unsigned pass_index, return false; d3dr->SetTexture(0, pass.tex); - D3DDevice_SetSamplerState_AddressU(d3dr, 0, D3DTADDRESS_BORDER); - D3DDevice_SetSamplerState_AddressV(d3dr, 0, D3DTADDRESS_BORDER); + d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER); + d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER); d3dr->SetTexture(0, NULL); } @@ -156,7 +156,7 @@ bool renderchain_add_pass(void *data, const LinkInfo *info) if (!renderchain_init_shader_fvf(chain, pass)) return false; - if (FAILED(D3DDevice_CreateVertexBuffers(d3dr, 4 * sizeof(Vertex), + if (FAILED(d3d_create_vertex_buffer(d3dr, 4 * sizeof(Vertex), d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0, 0, @@ -174,8 +174,8 @@ bool renderchain_add_pass(void *data, const LinkInfo *info) return false; d3dr->SetTexture(0, pass.tex); - D3DDevice_SetSamplerState_AddressU(d3dr, 0, D3DTADDRESS_BORDER); - D3DDevice_SetSamplerState_AddressV(d3dr, 0, D3DTADDRESS_BORDER); + d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER); + d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER); d3dr->SetTexture(0, NULL); chain->passes.push_back(pass); @@ -212,8 +212,8 @@ bool renderchain_add_lut(void *data, const std::string &id, return false; d3dr->SetTexture(0, lut); - D3DDevice_SetSamplerState_AddressU(d3dr, 0, D3DTADDRESS_BORDER); - D3DDevice_SetSamplerState_AddressV(d3dr, 0, D3DTADDRESS_BORDER); + d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER); + d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER); d3dr->SetTexture(0, NULL); lut_info info = { lut, id, smooth }; @@ -377,8 +377,8 @@ bool renderchain_create_first_pass(void *data, const LinkInfo *info, translate_filter(info->pass->filter)); D3DDevice_SetSamplerState_MagFilter(d3dr, 0, translate_filter(info->pass->filter)); - D3DDevice_SetSamplerState_AddressU(d3dr, 0, D3DTADDRESS_BORDER); - D3DDevice_SetSamplerState_AddressV(d3dr, 0, D3DTADDRESS_BORDER); + d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER); + d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER); d3dr->SetTexture(0, NULL); } @@ -562,10 +562,8 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index) d3dr->SetVertexDeclaration(pass.vertex_decl); #endif for (unsigned i = 0; i < 4; i++) - { - D3DDevice_SetStreamSources(d3dr, i, + d3d_set_stream_source(d3dr, i, pass.vertex_buf, 0, sizeof(Vertex)); - } renderchain_bind_orig(chain, pass); renderchain_bind_prev(chain, pass); @@ -573,7 +571,7 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index) renderchain_bind_luts(chain, pass); renderchain_bind_tracker(chain, pass, pass_index); - D3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); + d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); // So we don't render with linear filter into render targets, // which apparently looked odd (too blurry). @@ -643,9 +641,7 @@ void renderchain_unbind_all(void *data) } for (unsigned i = 0; i < chain->bound_vert.size(); i++) - { - D3DDevice_SetStreamSources(d3dr, chain->bound_vert[i], 0, 0, 0); - } + d3d_set_stream_source(d3dr, chain->bound_vert[i], 0, 0, 0); chain->bound_tex.clear(); chain->bound_vert.clear();