don't grab pointer to d3d device

This commit is contained in:
twinaphex 2016-01-07 06:33:50 +01:00
parent fbe0b5cb5f
commit 23a9715f26

View File

@ -905,7 +905,6 @@ static bool d3d_init_chain(d3d_video_t *d3d, const video_info_t *video_info)
{
unsigned current_width, current_height, out_width, out_height;
unsigned i = 0;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
LinkInfo link_info = {0};
(void)i;
@ -943,7 +942,7 @@ static bool d3d_init_chain(d3d_video_t *d3d, const video_info_t *video_info)
!d3d->renderchain_driver->init(
d3d,
&d3d->video_info,
d3dr, &d3d->final_viewport, &link_info,
d3d->dev, &d3d->final_viewport, &link_info,
d3d->video_info.rgb32)
)
{
@ -1009,7 +1008,6 @@ static bool texture_image_render(d3d_video_t *d3d,
LPDIRECT3DTEXTURE d3dt;
LPDIRECT3DVERTEXBUFFER d3dv;
void *verts = NULL;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
float fX = (float)(x);
float fY = (float)(y);
@ -1046,14 +1044,14 @@ static bool texture_image_render(d3d_video_t *d3d,
d3d_enable_alpha_blend_texture_func(d3d->dev);
/* Draw the quad. */
d3d_set_texture(d3dr, 0, d3dt);
d3d_set_stream_source(d3dr, 0,
d3d_set_texture(d3d->dev, 0, d3dt);
d3d_set_stream_source(d3d->dev, 0,
d3dv, 0, sizeof(Vertex));
d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL);
d3d_set_vertex_shader(d3d->dev, D3DFVF_CUSTOMVERTEX, NULL);
if (force_fullscreen)
d3d_set_viewport(d3d, w, h, force_fullscreen, false);
d3d_draw_primitive(d3dr, D3DPT_QUADLIST, 0, 1);
d3d_draw_primitive(d3d->dev, D3DPT_QUADLIST, 0, 1);
return true;
}
@ -1446,7 +1444,6 @@ static bool d3d_frame(void *data, const void *frame,
static struct retro_perf_counter d3d_frame = {0};
unsigned i = 0;
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
settings_t *settings = config_get_ptr();
HWND window = win32_get_window();
@ -1492,16 +1489,16 @@ static bool d3d_frame(void *data, const void *frame,
screen_vp.MaxZ = 1;
screen_vp.Width = width;
screen_vp.Height = height;
d3d_set_viewport(d3dr, &screen_vp);
d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
d3d_set_viewport(d3d->dev, &screen_vp);
d3d_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
/* Insert black frame first, so we
* can screenshot, etc. */
if (settings->video.black_frame_insertion)
{
if (!d3d_swap(d3d, d3dr) || d3d->needs_restore)
if (!d3d_swap(d3d, d3d->dev) || d3d->needs_restore)
return true;
d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
d3d_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
}
if (