Simplify d3d9_hlsl_load_program

This commit is contained in:
twinaphex 2018-05-18 00:19:02 +02:00
parent c4a38f24d1
commit 5a84170efe

View File

@ -129,7 +129,6 @@ static void hlsl_use(hlsl_shader_data_t *hlsl,
}
static bool d3d9_hlsl_load_program(
hlsl_shader_data_t *hlsl,
LPDIRECT3DDEVICE9 dev,
struct shader_pass *pass,
const char *prog, bool path_is_file)
@ -199,7 +198,7 @@ static bool hlsl_load_shader(hlsl_shader_data_t *hlsl,
RARCH_LOG("[D3D9 HLSL]: Loading Cg/HLSL shader: \"%s\".\n", path_buf);
if (!d3d9_hlsl_load_program(hlsl, dev, &pass, path_buf, true))
if (!d3d9_hlsl_load_program(dev, &pass, path_buf, true))
return false;
hlsl->prg[i + 1].fprg = pass.fprg;
@ -231,7 +230,7 @@ static bool hlsl_load_plain(hlsl_shader_data_t *hlsl, LPDIRECT3DDEVICE9 dev,
strlcpy(hlsl->cg_shader->pass[0].source.path,
path, sizeof(hlsl->cg_shader->pass[0].source.path));
if (!d3d9_hlsl_load_program(hlsl, dev, &pass, path, true))
if (!d3d9_hlsl_load_program(dev, &pass, path, true))
return false;
hlsl->prg[1].fprg = pass.fprg;
@ -308,7 +307,7 @@ static hlsl_shader_data_t *hlsl_init(hlsl_renderchain_t *chain, const char *path
return NULL;
/* Load stock shader */
if (!d3d9_hlsl_load_program(hlsl, chain->chain.dev, &pass, stock_hlsl_program, false))
if (!d3d9_hlsl_load_program(chain->chain.dev, &pass, stock_hlsl_program, false))
{
RARCH_ERR("[D3D9 HLSL]: Failed to compile passthrough shader, is something wrong with your environment?\n");
goto error;
@ -505,23 +504,6 @@ static bool hlsl_d3d9_renderchain_create_first_pass(
d3d9_set_texture(chain->dev, 0, NULL);
}
pass.vertex_buf = d3d9_vertex_buffer_new(
dev, 4 * sizeof(struct D3D9Vertex),
D3DUSAGE_WRITEONLY,
0,
D3DPOOL_MANAGED,
NULL);
if (!pass.vertex_buf)
return false;
pass.tex = d3d9_texture_new(dev, NULL,
pass.info.tex_w, pass.info.tex_h, 1, 0, fmt,
0, 0, 0, 0, NULL, NULL, false);
if (!pass.tex)
return false;
d3d9_set_sampler_address_u(dev, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
d3d9_set_sampler_address_v(dev, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
d3d9_set_render_state(dev, D3DRS_CULLMODE, D3DCULL_NONE);