diff --git a/gfx/d3d/render_chain_cg.cpp b/gfx/d3d/render_chain_cg.cpp index 29b0b3fb17..c5d31be6a3 100644 --- a/gfx/d3d/render_chain_cg.cpp +++ b/gfx/d3d/render_chain_cg.cpp @@ -82,12 +82,7 @@ typedef struct cg_renderchain std::vector luts; D3DVIEWPORT *final_viewport; unsigned frame_count; - struct - { - unsigned list[GFX_MAX_TEXTURES]; - unsigned current; - unsigned size; - } bound_tex; + std::vector bound_tex; std::vector 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(); }