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https://github.com/libretro/RetroArch
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(D3D8) Replace inline function calls with straight function calls
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56b08940c2
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437051c112
@ -40,7 +40,6 @@
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#endif
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/* TODO/FIXME - static globals */
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static UINT SDKVersion = 0;
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#ifdef HAVE_DYNAMIC_D3D
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static dylib_t g_d3d8_dll;
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#ifdef HAVE_D3DX
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@ -83,7 +82,12 @@ static D3DCreate_t D3DCreate;
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void *d3d8_create(void)
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{
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return D3DCreate(SDKVersion);
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#ifdef _XBOX
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UINT ver = 0;
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#else
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UINT ver = 220;
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#endif
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return D3DCreate(ver);
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}
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#ifdef HAVE_DYNAMIC_D3D
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@ -114,7 +118,6 @@ bool d3d8_initialize_symbols(enum gfx_ctx_api api)
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return false;
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#endif
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SDKVersion = 220;
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#ifdef HAVE_DYNAMIC_D3D
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D3DCreate = (D3DCreate_t)dylib_proc(g_d3d8_dll, "Direct3DCreate8");
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#ifdef HAVE_D3DX
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@ -136,9 +139,6 @@ bool d3d8_initialize_symbols(enum gfx_ctx_api api)
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if (!D3DCreate)
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goto error;
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#ifdef _XBOX
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SDKVersion = 0;
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#endif
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#ifdef HAVE_DYNAMIC_D3D
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dylib_initialized = true;
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#endif
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@ -175,12 +175,6 @@ static INLINE void d3d8_texture_free(LPDIRECT3DTEXTURE8 tex)
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IDirect3DTexture8_Release(tex);
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}
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static INLINE void d3d8_set_transform(LPDIRECT3DDEVICE8 dev,
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D3DTRANSFORMSTATETYPE state, const D3DMATRIX *matrix)
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{
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IDirect3DDevice8_SetTransform(dev, state, matrix);
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}
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static INLINE void d3d8_set_texture_stage_state(LPDIRECT3DDEVICE8 dev,
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unsigned sampler, D3DTEXTURESTAGESTATETYPE type, unsigned value)
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{
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@ -246,15 +240,6 @@ static INLINE void d3d8_draw_primitive(LPDIRECT3DDEVICE8 dev,
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d3d8_end_scene(dev);
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}
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static INLINE void d3d8_clear(LPDIRECT3DDEVICE8 dev,
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unsigned count, const void *rects, unsigned flags,
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INT32 color, float z, unsigned stencil)
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{
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if (dev)
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IDirect3DDevice8_Clear(dev, count, (const D3DRECT*)rects, flags,
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color, z, stencil);
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}
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static INLINE bool d3d8_lock_rectangle(
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LPDIRECT3DTEXTURE8 tex,
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unsigned level, D3DLOCKED_RECT *lr, RECT *rect,
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@ -267,12 +252,6 @@ static INLINE bool d3d8_lock_rectangle(
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return false;
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}
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static INLINE void d3d8_unlock_rectangle(LPDIRECT3DTEXTURE8 tex)
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{
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if (tex)
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IDirect3DTexture8_UnlockRect(tex, 0);
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}
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static INLINE void d3d8_lock_rectangle_clear(
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void *tex,
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unsigned level, D3DLOCKED_RECT *lr, RECT *rect,
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@ -282,7 +261,7 @@ static INLINE void d3d8_lock_rectangle_clear(
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level = 0;
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#endif
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memset(lr->pBits, level, rectangle_height * lr->Pitch);
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d3d8_unlock_rectangle(tex);
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IDirect3DTexture8_UnlockRect(tex, 0);
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}
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static INLINE void d3d8_set_texture(
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@ -123,9 +123,9 @@ static D3D9Create_t D3D9Create;
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void *d3d9_create(void)
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{
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#ifdef _XBOX
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unsigned ver = 0;
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UINT ver = 0;
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#else
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unsigned ver = 31;
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UINT ver = 31;
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#endif
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return D3D9Create(ver);
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}
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@ -87,7 +87,9 @@ static void gfx_display_d3d8_blend_begin(void *data)
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if (!d3d)
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return;
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d3d8_enable_blend_func(d3d->dev);
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IDirect3DDevice8_SetRenderState(d3d->dev, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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IDirect3DDevice8_SetRenderState(d3d->dev, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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IDirect3DDevice8_SetRenderState(d3d->dev, D3DRS_ALPHABLENDENABLE, true);
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}
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static void gfx_display_d3d8_blend_end(void *data)
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@ -97,7 +99,7 @@ static void gfx_display_d3d8_blend_end(void *data)
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if (!d3d)
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return;
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d3d8_disable_blend_func(d3d->dev);
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IDirect3DDevice8_SetRenderState(d3d->dev, D3DRS_ALPHABLENDENABLE, false);
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}
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static void gfx_display_d3d8_bind_texture(gfx_display_ctx_draw_t *draw,
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@ -105,11 +107,16 @@ static void gfx_display_d3d8_bind_texture(gfx_display_ctx_draw_t *draw,
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{
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LPDIRECT3DDEVICE8 dev = d3d->dev;
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d3d8_set_texture(d3d->dev, 0, (void*)draw->texture);
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d3d8_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_COMM_CLAMP);
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d3d8_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_COMM_CLAMP);
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d3d8_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_COMM_LINEAR);
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d3d8_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_COMM_LINEAR);
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IDirect3DDevice8_SetTexture(d3d->dev, 0,
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(IDirect3DBaseTexture8*)draw->texture);
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IDirect3DDevice8_SetTextureStageState(d3d->dev, 0,
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(D3DTEXTURESTAGESTATETYPE)D3DTSS_ADDRESSU, D3DTADDRESS_COMM_CLAMP);
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IDirect3DDevice8_SetTextureStageState(d3d->dev, 0,
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(D3DTEXTURESTAGESTATETYPE)D3DTSS_ADDRESSV, D3DTADDRESS_COMM_CLAMP);
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IDirect3DDevice8_SetTextureStageState(d3d->dev, 0,
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(D3DTEXTURESTAGESTATETYPE)D3DTSS_MINFILTER, D3DTEXF_COMM_LINEAR);
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IDirect3DDevice8_SetTextureStageState(d3d->dev, 0,
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(D3DTEXTURESTAGESTATETYPE)D3DTSS_MAGFILTER, D3DTEXF_COMM_LINEAR);
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}
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static void gfx_display_d3d8_draw(gfx_display_ctx_draw_t *draw,
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