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https://github.com/libretro/RetroArch
synced 2025-01-30 21:32:45 +00:00
Add size_t argument to d3d_vertex_buffer_lock
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@ -1032,7 +1032,7 @@ static bool texture_image_render(d3d_video_t *d3d,
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};
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/* Load the existing vertices */
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verts = d3d_vertex_buffer_lock(d3dv);
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verts = d3d_vertex_buffer_lock(d3dv, sizeof(newVerts));
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if (!verts)
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return false;
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@ -1242,7 +1242,7 @@ static void d3d_overlay_render(d3d_video_t *d3d, overlay_t *overlay)
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vert[i][1] += 0.5f;
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}
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overlay->vert_buf->Lock(0, sizeof(vert), &verts, 0);
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d3d_vertex_buffer_lock(overlay->vert_buf, sizeof(vert));
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memcpy(verts, vert, sizeof(vert));
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d3d_vertex_buffer_unlock(overlay->vert_buf);
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@ -70,9 +70,7 @@ typedef struct
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bool enabled;
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float alpha_mod;
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LPDIRECT3DTEXTURE tex;
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#ifdef HAVE_D3D9
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LPDIRECT3DVERTEXBUFFER vert_buf;
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#endif
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} overlay_t;
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#ifdef _XBOX
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@ -176,16 +176,15 @@ void d3d_vertex_buffer_unlock(LPDIRECT3DVERTEXBUFFER vertbuf)
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#endif
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}
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void *d3d_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER vertbuf)
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void *d3d_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER vertbuf, size_t len)
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{
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void *buf;
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#if defined(_XBOX1)
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buf = (void*)D3DVertexBuffer_Lock2(vertbuf, 0);
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#elif defined(_XBOX360)
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buf = D3DVertexBuffer_Lock(vertbuf, 0, 0, 0);
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#else
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vertbuf->Lock(0, sizeof(buf), &buf, 0);
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vertbuf->Lock(0, len, &buf, 0);
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#endif
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if (!buf)
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@ -32,7 +32,7 @@ LPDIRECT3DVERTEXBUFFER d3d_vertex_buffer_new(LPDIRECT3DDEVICE dev,
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unsigned length, unsigned usage, unsigned fvf,
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D3DPOOL pool, void *handle);
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void *d3d_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER vertbuf);
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void *d3d_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER vertbuf, size_t len);
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void d3d_vertex_buffer_unlock(LPDIRECT3DVERTEXBUFFER vertbuf);
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void d3d_vertex_buffer_free(void *vertex_data, void *vertex_declaration);
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@ -1280,7 +1280,7 @@ static void renderchain_set_vertices(
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vert[i].y += 0.5f;
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}
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verts = d3d_vertex_buffer_lock(pass->vertex_buf);
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verts = d3d_vertex_buffer_lock(pass->vertex_buf, sizeof(vert));
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memcpy(verts, vert, sizeof(vert));
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d3d_vertex_buffer_unlock(pass->vertex_buf);
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}
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@ -202,7 +202,7 @@ static void renderchain_set_vertices(void *data, unsigned pass,
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vert[i].y += 0.5f / ((float)chain->tex_h);
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}
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verts = d3d_vertex_buffer_lock(chain->vertex_buf);
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verts = d3d_vertex_buffer_lock(chain->vertex_buf, sizeof(vert));
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memcpy(verts, vert, sizeof(vert));
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d3d_vertex_buffer_unlock(chain->vertex_buf);
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}
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