(D3D) Turn some functions static

This commit is contained in:
twinaphex 2015-04-05 18:46:28 +02:00
parent d9aa01da06
commit 1f3c5fc71c
2 changed files with 25 additions and 26 deletions

View File

@ -1388,6 +1388,31 @@ void renderchain_blit_to_texture(void *data, const void *frame,
&d3dlr, frame, width, height, pitch);
}
static void renderchain_unbind_all(void *data)
{
unsigned i;
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
/* 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++)
{
d3d_set_sampler_minfilter(d3dr,
chain->bound_tex[i], D3DTEXF_POINT);
d3d_set_sampler_magfilter(d3dr,
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.clear();
chain->bound_vert.clear();
}
void renderchain_render_pass(void *data, void *pass_data, unsigned pass_index)
{
unsigned i;
@ -1473,27 +1498,3 @@ void renderchain_log_info(void *data, const void *info_data)
info->pass->filter == RARCH_FILTER_LINEAR ? "true" : "false");
}
void renderchain_unbind_all(void *data)
{
unsigned i;
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
/* 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++)
{
d3d_set_sampler_minfilter(d3dr,
chain->bound_tex[i], D3DTEXF_POINT);
d3d_set_sampler_magfilter(d3dr,
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.clear();
chain->bound_vert.clear();
}

View File

@ -104,8 +104,6 @@ void renderchain_render_pass(void *data, void *pass_data, unsigned pass_index);
void renderchain_log_info(void *data, const void *info_data);
void renderchain_unbind_all(void *data);
bool renderchain_compile_shaders(void *data, void *fragment_data,
void *vertex_data, const std::string &shader);