mirror of
https://github.com/libretro/RetroArch
synced 2025-03-02 19:13:34 +00:00
Try to use inline functions less - call D3D9 functions directly
This commit is contained in:
parent
e185955bc1
commit
53b039cf7d
@ -573,7 +573,9 @@ static void hlsl_d3d9_renderchain_render_pass(
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struct shader_pass *pass,
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unsigned pass_index)
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{
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/* Currently we override the passes shader program with the stock shader as at least the last pass is not setup correctly */
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/* Currently we override the passes shader program
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with the stock shader as at least the last pass
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is not setup correctly */
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#if 0
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d3d9_hlsl_bind_program(pass, chain->chain.dev);
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#else
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@ -587,8 +589,10 @@ static void hlsl_d3d9_renderchain_render_pass(
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I've left them out for the time being
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but maybe this is a bug in d3d9 */
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#if 0
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IDirect3DDevice9_SetSamplerState(chain->chain.dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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IDirect3DDevice9_SetSamplerState(chain->chain.dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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IDirect3DDevice9_SetSamplerState(chain->chain.dev,
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0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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IDirect3DDevice9_SetSamplerState(chain->chain.dev,
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0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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#endif
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IDirect3DDevice9_SetSamplerState(chain->chain.dev,
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0, D3DSAMP_MINFILTER,
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@ -597,8 +601,10 @@ static void hlsl_d3d9_renderchain_render_pass(
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0, D3DSAMP_MAGFILTER,
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d3d_translate_filter(pass->info.pass->filter));
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IDirect3DDevice9_SetVertexDeclaration(chain->chain.dev, pass->vertex_decl);
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IDirect3DDevice9_SetStreamSource(chain->chain.dev, 0, pass->vertex_buf,
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IDirect3DDevice9_SetVertexDeclaration(
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chain->chain.dev, pass->vertex_decl);
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IDirect3DDevice9_SetStreamSource(
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chain->chain.dev, 0, pass->vertex_buf,
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0,sizeof(struct Vertex));
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#if 0
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@ -637,11 +643,14 @@ static void hlsl_d3d9_renderchain_render_pass(
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/* We only bother binding passes which are two indices behind. */
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if (pass_index >= 3)
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d3d9_hlsl_renderchain_bind_pass(chain, chain->chain.dev, pass, pass_index);
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d3d9_hlsl_renderchain_bind_pass(chain, chain->chain.dev,
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pass, pass_index);
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#endif
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d3d9_draw_primitive(chain->chain.dev, D3DPT_TRIANGLESTRIP, 0, 2);
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IDirect3DDevice9_BeginScene(chain->chain.dev);
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IDirect3DDevice9_DrawPrimitive(chain->chain.dev,
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D3DPT_TRIANGLESTRIP, 0, 2);
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IDirect3DDevice9_EndScene(chain->chain.dev);
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/* So we don't render with linear filter into render targets,
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* which apparently looked odd (too blurry). */
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@ -660,7 +669,8 @@ static bool hlsl_d3d9_renderchain_render(
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unsigned pitch, unsigned rotation)
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{
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LPDIRECT3DSURFACE9 back_buffer, target;
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unsigned i, current_width, current_height, out_width = 0, out_height = 0;
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unsigned i, current_width, current_height,
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out_width = 0, out_height = 0;
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struct shader_pass *last_pass = NULL;
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struct shader_pass *first_pass = NULL;
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hlsl_renderchain_t *chain = (hlsl_renderchain_t*)
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@ -691,12 +701,13 @@ static bool hlsl_d3d9_renderchain_render(
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chain->chain.pixel_size);
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/* Grab back buffer. */
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d3d9_device_get_render_target(chain->chain.dev, 0, (void**)&back_buffer);
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d3d9_device_get_render_target(
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chain->chain.dev, 0, (void**)&back_buffer);
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/* In-between render target passes. */
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for (i = 0; i < chain->chain.passes->count - 1; i++)
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{
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D3DVIEWPORT9 viewport = {0};
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D3DVIEWPORT9 viewport = {0};
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struct shader_pass *from_pass = (struct shader_pass*)
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&chain->chain.passes->data[i];
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struct shader_pass *to_pass = (struct shader_pass*)
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@ -716,14 +727,17 @@ static bool hlsl_d3d9_renderchain_render(
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viewport.MinZ = 0.0f;
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viewport.MaxZ = 1.0f;
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IDirect3DDevice9_SetViewport(chain->chain.dev, (D3DVIEWPORT9*)&viewport);
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IDirect3DDevice9_Clear(chain->chain.dev, 0, 0, D3DCLEAR_TARGET,
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IDirect3DDevice9_SetViewport(
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chain->chain.dev, (D3DVIEWPORT9*)&viewport);
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IDirect3DDevice9_Clear(
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chain->chain.dev, 0, 0, D3DCLEAR_TARGET,
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0, 1, 0);
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viewport.Width = out_width;
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viewport.Height = out_height;
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IDirect3DDevice9_SetViewport(chain->chain.dev, (D3DVIEWPORT9*)&viewport);
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IDirect3DDevice9_SetViewport(
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chain->chain.dev, (D3DVIEWPORT9*)&viewport);
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hlsl_d3d9_renderchain_set_vertices(
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d3d,
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@ -752,7 +766,8 @@ static bool hlsl_d3d9_renderchain_render(
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&out_width, &out_height,
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current_width, current_height, chain->chain.final_viewport);
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IDirect3DDevice9_SetViewport(chain->chain.dev, (D3DVIEWPORT9*)chain->chain.final_viewport);
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IDirect3DDevice9_SetViewport(
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chain->chain.dev, (D3DVIEWPORT9*)chain->chain.final_viewport);
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hlsl_d3d9_renderchain_set_vertices(
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d3d,
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@ -772,7 +787,8 @@ static bool hlsl_d3d9_renderchain_render(
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d3d9_renderchain_end_render(&chain->chain);
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d3d9_hlsl_bind_program(&chain->stock_shader, chain->chain.dev);
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hlsl_d3d9_renderchain_calc_and_set_shader_mvp(chain, &chain->stock_shader,
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hlsl_d3d9_renderchain_calc_and_set_shader_mvp(
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chain, &chain->stock_shader,
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chain->chain.final_viewport->Width,
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chain->chain.final_viewport->Height, 0);
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@ -792,7 +808,8 @@ static bool hlsl_d3d9_renderchain_add_pass(
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unsigned_vector_list_new();
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pass.pool = D3DPOOL_DEFAULT;
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d3d9_hlsl_load_program_from_file(chain->chain.dev, &pass, info->pass->source.path);
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d3d9_hlsl_load_program_from_file(
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chain->chain.dev, &pass, info->pass->source.path);
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if (!hlsl_d3d9_renderchain_init_shader_fvf(&chain->chain, &pass))
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return false;
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@ -880,11 +897,11 @@ static bool renderchain_d3d_hlsl_init_first(
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static bool d3d9_hlsl_init_chain(d3d9_video_t *d3d,
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unsigned input_scale, bool rgb32)
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{
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unsigned i = 0;
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struct LinkInfo link_info;
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#ifndef _XBOX
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unsigned current_width, current_height, out_width, out_height;
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#endif
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unsigned i = 0;
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settings_t *settings = config_get_ptr();
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bool video_smooth = settings->bools.video_smooth;
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@ -958,7 +975,8 @@ static bool d3d9_hlsl_init_chain(d3d9_video_t *d3d,
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return true;
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}
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static bool d3d9_hlsl_initialize(d3d9_video_t *d3d, const video_info_t *info)
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static bool d3d9_hlsl_initialize(
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d3d9_video_t *d3d, const video_info_t *info)
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{
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unsigned width, height;
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bool ret = true;
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@ -1015,12 +1033,15 @@ static bool d3d9_hlsl_initialize(d3d9_video_t *d3d, const video_info_t *info)
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{
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static const D3DVERTEXELEMENT9 VertexElements[4] = {
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{0, offsetof(Vertex, x), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,
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D3DDECLUSAGE_POSITION, 0},
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{0, offsetof(Vertex, u), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
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D3DDECLUSAGE_TEXCOORD, 0},
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{0, offsetof(Vertex, color), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT,
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D3DDECLUSAGE_COLOR, 0},
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{0, offsetof(Vertex, x),
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D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,
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D3DDECLUSAGE_POSITION,0},
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{0, offsetof(Vertex, u),
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D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
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D3DDECLUSAGE_TEXCOORD,0},
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{0, offsetof(Vertex, color),
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D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT,
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D3DDECLUSAGE_COLOR, 0},
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D3DDECL_END()
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};
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if (!d3d9_vertex_declaration_new(d3d->dev,
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@ -1369,7 +1390,8 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
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IDirect3DDevice9_Clear(d3d->dev, 0, 0, D3DCLEAR_TARGET,
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0, 1, 0);
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d3d9_set_vertex_shader_constantf(d3d->dev, 0, (const float*)&d3d->mvp_transposed, 4);
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IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev, 0,
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(const float*)&d3d->mvp_transposed, 4);
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if (!hlsl_d3d9_renderchain_render(
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d3d, frame, frame_width, frame_height,
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pitch, d3d->dev_rotation))
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@ -1397,7 +1419,8 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
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#ifdef HAVE_OVERLAY
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if (d3d->overlays_enabled && overlay_behind_menu)
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{
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d3d9_set_vertex_shader_constantf(d3d->dev, 0, (const float*)&d3d->mvp_transposed, 4);
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IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev, 0,
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(const float*)&d3d->mvp_transposed, 4);
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for (i = 0; i < d3d->overlays_size; i++)
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d3d9_overlay_render(d3d, width, height, &d3d->overlays[i], true);
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}
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@ -1406,8 +1429,8 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
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#ifdef HAVE_MENU
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if (d3d->menu && d3d->menu->enabled)
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{
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d3d9_set_vertex_shader_constantf(d3d->dev, 0, (const
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float*)&d3d->mvp_transposed, 4);
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IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev, 0,
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(const float*)&d3d->mvp_transposed, 4);
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d3d9_overlay_render(d3d, width, height, d3d->menu, false);
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d3d->menu_display.offset = 0;
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@ -1423,7 +1446,7 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
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if (osd_params)
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{
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IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
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d3d9_begin_scene(d3d->dev);
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IDirect3DDevice9_BeginScene(d3d->dev);
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font_driver_render_msg(d3d, stat_text,
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(const struct font_params*)osd_params, NULL);
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IDirect3DDevice9_EndScene(d3d->dev);
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@ -1434,8 +1457,8 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
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#ifdef HAVE_OVERLAY
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if (d3d->overlays_enabled && !overlay_behind_menu)
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{
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d3d9_set_vertex_shader_constantf(d3d->dev, 0, (const
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float*)&d3d->mvp_transposed, 4);
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IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev, 0,
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(const float*)&d3d->mvp_transposed, 4);
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for (i = 0; i < d3d->overlays_size; i++)
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d3d9_overlay_render(d3d, width, height, &d3d->overlays[i], true);
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}
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@ -1449,7 +1472,7 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
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if (msg && *msg)
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{
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IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
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d3d9_begin_scene(d3d->dev);
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IDirect3DDevice9_BeginScene(d3d->dev);
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font_driver_render_msg(d3d, msg, NULL, NULL);
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IDirect3DDevice9_EndScene(d3d->dev);
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}
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@ -87,7 +87,9 @@ static void gfx_display_d3d9_cg_blend_begin(void *data)
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if (!d3d)
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return;
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d3d9_enable_blend_func(d3d->dev);
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IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_ALPHABLENDENABLE, true);
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}
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static void gfx_display_d3d9_cg_blend_end(void *data)
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@ -97,7 +99,7 @@ static void gfx_display_d3d9_cg_blend_end(void *data)
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if (!d3d)
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return;
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d3d9_disable_blend_func(d3d->dev);
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IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_ALPHABLENDENABLE, false);
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}
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static void gfx_display_d3d9_cg_bind_texture(gfx_display_ctx_draw_t *draw,
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@ -105,12 +107,18 @@ static void gfx_display_d3d9_cg_bind_texture(gfx_display_ctx_draw_t *draw,
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{
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LPDIRECT3DDEVICE9 dev = d3d->dev;
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d3d9_set_texture(dev, 0, (LPDIRECT3DTEXTURE9)draw->texture);
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d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_COMM_CLAMP);
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d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_COMM_CLAMP);
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d3d9_set_sampler_minfilter(dev, 0, D3DTEXF_COMM_LINEAR);
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d3d9_set_sampler_magfilter(dev, 0, D3DTEXF_COMM_LINEAR);
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d3d9_set_sampler_mipfilter(dev, 0, D3DTEXF_COMM_LINEAR);
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IDirect3DDevice9_SetTexture(dev, 0,
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(IDirect3DBaseTexture9*)draw->texture);
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IDirect3DDevice9_SetSamplerState(dev,
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0, D3DSAMP_ADDRESSU, D3DTADDRESS_COMM_CLAMP);
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IDirect3DDevice9_SetSamplerState(dev,
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0, D3DSAMP_ADDRESSV, D3DTADDRESS_COMM_CLAMP);
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IDirect3DDevice9_SetSamplerState(dev,
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0, D3DSAMP_MINFILTER, D3DTEXF_COMM_LINEAR);
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IDirect3DDevice9_SetSamplerState(dev,
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0, D3DSAMP_MAGFILTER, D3DTEXF_COMM_LINEAR);
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IDirect3DDevice9_SetSamplerState(dev, 0,
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D3DSAMP_MIPFILTER, D3DTEXF_COMM_LINEAR);
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}
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static void gfx_display_d3d9_cg_draw(gfx_display_ctx_draw_t *draw,
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@ -216,7 +224,6 @@ static void gfx_display_d3d9_cg_draw_pipeline(gfx_display_ctx_draw_t *draw,
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gfx_display_t *p_disp,
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void *data, unsigned video_width, unsigned video_height)
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{
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#if defined(HAVE_HLSL) || defined(HAVE_CG)
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static float t = 0;
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video_coord_array_t *ca = NULL;
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@ -255,7 +262,6 @@ static void gfx_display_d3d9_cg_draw_pipeline(gfx_display_ctx_draw_t *draw,
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}
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break;
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}
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#endif
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}
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static bool gfx_display_d3d9_font_init_first(
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@ -288,7 +294,7 @@ void gfx_display_d3d9_cg_scissor_begin(
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rect.right = width + x;
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rect.bottom = height + y;
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d3d9_set_scissor_rect(d3d9->dev, &rect);
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IDirect3DDevice9_SetScissorRect(d3d9->dev, &rect);
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}
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void gfx_display_d3d9_cg_scissor_end(void *data,
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@ -305,7 +311,7 @@ void gfx_display_d3d9_cg_scissor_end(void *data,
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rect.right = video_width;
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rect.bottom = video_height;
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d3d9_set_scissor_rect(d3d9->dev, &rect);
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IDirect3DDevice9_SetScissorRect(d3d9->dev, &rect);
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}
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gfx_display_ctx_driver_t gfx_display_ctx_d3d9 = {
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@ -87,7 +87,9 @@ static void gfx_display_d3d9_hlsl_blend_begin(void *data)
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if (!d3d)
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return;
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d3d9_enable_blend_func(d3d->dev);
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IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_ALPHABLENDENABLE, true);
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}
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static void gfx_display_d3d9_hlsl_blend_end(void *data)
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@ -97,7 +99,7 @@ static void gfx_display_d3d9_hlsl_blend_end(void *data)
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if (!d3d)
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return;
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d3d9_disable_blend_func(d3d->dev);
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IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_ALPHABLENDENABLE, false);
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}
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static void gfx_display_d3d9_bind_texture(gfx_display_ctx_draw_t *draw,
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@ -105,12 +107,18 @@ static void gfx_display_d3d9_bind_texture(gfx_display_ctx_draw_t *draw,
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{
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LPDIRECT3DDEVICE9 dev = d3d->dev;
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d3d9_set_texture(dev, 0, (LPDIRECT3DTEXTURE9)draw->texture);
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d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_COMM_CLAMP);
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d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_COMM_CLAMP);
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d3d9_set_sampler_minfilter(dev, 0, D3DTEXF_COMM_LINEAR);
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d3d9_set_sampler_magfilter(dev, 0, D3DTEXF_COMM_LINEAR);
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d3d9_set_sampler_mipfilter(dev, 0, D3DTEXF_COMM_LINEAR);
|
||||
IDirect3DDevice9_SetTexture(dev, 0,
|
||||
(IDirect3DBaseTexture9*)draw->texture);
|
||||
IDirect3DDevice9_SetSamplerState(dev,
|
||||
0, D3DSAMP_ADDRESSU, D3DTADDRESS_COMM_CLAMP);
|
||||
IDirect3DDevice9_SetSamplerState(dev,
|
||||
0, D3DSAMP_ADDRESSV, D3DTADDRESS_COMM_CLAMP);
|
||||
IDirect3DDevice9_SetSamplerState(dev,
|
||||
0, D3DSAMP_MINFILTER, D3DTEXF_COMM_LINEAR);
|
||||
IDirect3DDevice9_SetSamplerState(dev,
|
||||
0, D3DSAMP_MAGFILTER, D3DTEXF_COMM_LINEAR);
|
||||
IDirect3DDevice9_SetSamplerState(dev, 0,
|
||||
D3DSAMP_MIPFILTER, D3DTEXF_COMM_LINEAR);
|
||||
}
|
||||
|
||||
static void gfx_display_d3d9_hlsl_draw(gfx_display_ctx_draw_t *draw,
|
||||
@ -197,7 +205,8 @@ static void gfx_display_d3d9_hlsl_draw(gfx_display_ctx_draw_t *draw,
|
||||
matrix_4x4_multiply(m1, mop, m2);
|
||||
matrix_4x4_multiply(m2, d3d->mvp_transposed, m1);
|
||||
|
||||
d3d9_set_vertex_shader_constantf(d3d->dev, 0, (const float*)&m2, 4);
|
||||
IDirect3DDevice9_SetVertexShaderConstantF(d3d->dev,
|
||||
0, (const float*)&m2, 4);
|
||||
|
||||
if (draw && draw->texture)
|
||||
gfx_display_d3d9_bind_texture(draw, d3d);
|
||||
@ -212,7 +221,8 @@ static void gfx_display_d3d9_hlsl_draw(gfx_display_ctx_draw_t *draw,
|
||||
d3d->menu_display.offset += draw->coords->vertices;
|
||||
}
|
||||
|
||||
static void gfx_display_d3d9_hlsl_draw_pipeline(gfx_display_ctx_draw_t *draw,
|
||||
static void gfx_display_d3d9_hlsl_draw_pipeline(
|
||||
gfx_display_ctx_draw_t *draw,
|
||||
gfx_display_t *p_disp,
|
||||
void *data, unsigned video_width, unsigned video_height)
|
||||
{
|
||||
@ -237,12 +247,12 @@ static void gfx_display_d3d9_hlsl_draw_pipeline(gfx_display_ctx_draw_t *draw,
|
||||
case VIDEO_SHADER_MENU:
|
||||
case VIDEO_SHADER_MENU_2:
|
||||
case VIDEO_SHADER_MENU_3:
|
||||
/* TODO/FIXME - implement */
|
||||
#if 0
|
||||
{
|
||||
struct uniform_info uniform_param = {0};
|
||||
t += 0.01;
|
||||
|
||||
(void)uniform_param;
|
||||
|
||||
uniform_param.enabled = true;
|
||||
uniform_param.lookup.enable = true;
|
||||
uniform_param.lookup.add_prefix = true;
|
||||
@ -252,6 +262,7 @@ static void gfx_display_d3d9_hlsl_draw_pipeline(gfx_display_ctx_draw_t *draw,
|
||||
uniform_param.lookup.ident = "time";
|
||||
uniform_param.result.f.v0 = t;
|
||||
}
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -286,7 +297,7 @@ void gfx_display_d3d9_hlsl_scissor_begin(
|
||||
rect.right = width + x;
|
||||
rect.bottom = height + y;
|
||||
|
||||
d3d9_set_scissor_rect(d3d9->dev, &rect);
|
||||
IDirect3DDevice9_SetScissorRect(d3d9->dev, &rect);
|
||||
}
|
||||
|
||||
void gfx_display_d3d9_hlsl_scissor_end(void *data,
|
||||
@ -303,7 +314,7 @@ void gfx_display_d3d9_hlsl_scissor_end(void *data,
|
||||
rect.right = video_width;
|
||||
rect.bottom = video_height;
|
||||
|
||||
d3d9_set_scissor_rect(d3d9->dev, &rect);
|
||||
IDirect3DDevice9_SetScissorRect(d3d9->dev, &rect);
|
||||
}
|
||||
|
||||
gfx_display_ctx_driver_t gfx_display_ctx_d3d9_hlsl = {
|
||||
|
Loading…
x
Reference in New Issue
Block a user