Change bound_tex back to std::vector

This commit is contained in:
twinaphex 2016-01-07 04:47:28 +01:00
parent 99a8690b50
commit 196278305b

View File

@ -82,12 +82,7 @@ typedef struct cg_renderchain
std::vector<lut_info> luts;
D3DVIEWPORT *final_viewport;
unsigned frame_count;
struct
{
unsigned list[GFX_MAX_TEXTURES];
unsigned current;
unsigned size;
} bound_tex;
std::vector<unsigned> bound_tex;
std::vector<unsigned> bound_vert;
CGcontext cgCtx;
} cg_renderchain_t;
@ -519,7 +514,7 @@ static void renderchain_bind_orig(cg_renderchain_t *chain, void *pass_data)
translate_filter(chain->passes[0].info.pass->filter));
d3d_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
chain->bound_tex.list[chain->bound_tex.current++] = index;
chain->bound_tex.push_back(index);
}
param = cgGetNamedParameter(pass->vPrg, "ORIG.tex_coord");
@ -583,7 +578,7 @@ static void renderchain_bind_prev(cg_renderchain_t *chain, void *pass_data)
chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
d3d_set_texture(chain->dev, index, tex);
chain->bound_tex.list[chain->bound_tex.current++] = index;
chain->bound_tex.push_back(index);
d3d_set_sampler_magfilter(chain->dev, index,
translate_filter(chain->passes[0].info.pass->filter));
@ -622,7 +617,7 @@ static void cg_d3d9_renderchain_add_lut(void *data,
translate_filter(chain->luts[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
d3d_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
d3d_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
chain->bound_tex.list[chain->bound_tex.current++] = index;
chain->bound_tex.push_back(index);
}
static void renderchain_bind_luts(cg_renderchain_t *chain,
@ -694,7 +689,7 @@ static void renderchain_bind_pass(cg_renderchain_t *chain,
if (param)
{
index = cgGetParameterResourceIndex(param);
chain->bound_tex.list[chain->bound_tex.current++] = index;
chain->bound_tex.push_back(index);
d3d_set_texture(chain->dev, index, chain->passes[i].tex);
d3d_set_sampler_magfilter(chain->dev, index,
@ -1344,21 +1339,19 @@ static void renderchain_unbind_all(cg_renderchain_t *chain)
/* Have to be a bit anal about it.
* Render targets hate it when they have filters apparently.
*/
for (i = 0; i < chain->bound_tex.size; i++)
for (i = 0; i < chain->bound_tex.size(); i++)
{
d3d_set_sampler_minfilter(d3dr,
chain->bound_tex.list[i], D3DTEXF_POINT);
chain->bound_tex[i], D3DTEXF_POINT);
d3d_set_sampler_magfilter(d3dr,
chain->bound_tex.list[i], D3DTEXF_POINT);
d3d_set_texture(d3dr, chain->bound_tex.list[i], NULL);
chain->bound_tex.list[i] = 0;
chain->bound_tex[i], D3DTEXF_POINT);
d3d_set_texture(d3dr, chain->bound_tex[i], NULL);
}
for (i = 0; i < chain->bound_vert.size(); i++)
d3d_set_stream_source(d3dr, chain->bound_vert[i], 0, 0, 0);
chain->bound_tex.current = 0;
chain->bound_tex.size = 0;
chain->bound_tex.clear();
chain->bound_vert.clear();
}