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https://github.com/libretro/RetroArch
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(XDK D3D) Split off vertex initing code from init_textures
function
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parent
5976f4c7b1
commit
7a1954c260
108
xdk/xdk_d3d.cpp
108
xdk/xdk_d3d.cpp
@ -420,17 +420,6 @@ static void xdk_d3d_init_textures(xdk_d3d_video_t *d3d, const video_info_t *vide
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d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
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// use an orthogonal matrix for the projection matrix
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D3DXMATRIX mat;
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D3DXMatrixOrthoOffCenterLH(&mat, 0, d3d->d3dpp.BackBufferWidth , d3d->d3dpp.BackBufferHeight , 0, 0.0f, 1.0f);
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d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &mat);
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// use an identity matrix for the world and view matrices
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D3DXMatrixIdentity(&mat);
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d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &mat);
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d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &mat);
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d3d->d3d_render_device->CreateTexture(d3d->tex_w, d3d->tex_h, 1, 0, g_settings.video.color_format ? D3DFMT_LIN_A8R8G8B8 : D3DFMT_LIN_R5G6B5, 0, &d3d->lpTexture);
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D3DLOCKED_RECT d3dlr;
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d3d->lpTexture->LockRect(0, &d3dlr, NULL, 0);
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@ -440,23 +429,6 @@ static void xdk_d3d_init_textures(xdk_d3d_video_t *d3d, const video_info_t *vide
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d3d->last_width = d3d->tex_w;
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d3d->last_height = d3d->tex_h;
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d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats),
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D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &d3d->vertex_buf);
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const DrawVerticeFormats init_verts[] = {
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{ -1.0f, -1.0f, 1.0f, 0.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, 1.0f },
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{ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
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};
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BYTE *verts_ptr;
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d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
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memcpy(verts_ptr, init_verts, sizeof(init_verts));
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d3d->vertex_buf->Unlock();
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d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
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d3d->d3d_render_device->SetRenderState(D3DRS_LIGHTING, FALSE);
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d3d->d3d_render_device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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d3d->d3d_render_device->SetRenderState(D3DRS_ZENABLE, FALSE);
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@ -512,30 +484,6 @@ static void xdk_d3d_init_textures(xdk_d3d_video_t *d3d, const video_info_t *vide
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d3d->last_width = d3d->tex_w;
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d3d->last_height = d3d->tex_h;
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d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats),
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0, 0, 0, &d3d->vertex_buf, NULL);
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static const DrawVerticeFormats init_verts[] = {
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{ -1.0f, -1.0f, 0.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f },
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{ -1.0f, 1.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 0.0f },
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};
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void *verts_ptr;
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d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
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memcpy(verts_ptr, init_verts, sizeof(init_verts));
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d3d->vertex_buf->Unlock();
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static const D3DVERTEXELEMENT VertexElements[] =
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{
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{ 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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};
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d3d->d3d_render_device->CreateVertexDeclaration(VertexElements, &d3d->v_decl);
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d3d->d3d_render_device->Clear(0, NULL, D3DCLEAR_TARGET,
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0xff000000, 1.0f, 0);
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@ -591,10 +539,64 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
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xdk_d3d_init_textures(d3d, video);
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#if defined(_XBOX1)
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// use an orthogonal matrix for the projection matrix
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D3DXMATRIX mat;
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D3DXMatrixOrthoOffCenterLH(&mat, 0, d3d->d3dpp.BackBufferWidth , d3d->d3dpp.BackBufferHeight , 0, 0.0f, 1.0f);
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d3d->d3d_render_device->SetTransform(D3DTS_PROJECTION, &mat);
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// use an identity matrix for the world and view matrices
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D3DXMatrixIdentity(&mat);
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d3d->d3d_render_device->SetTransform(D3DTS_WORLD, &mat);
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d3d->d3d_render_device->SetTransform(D3DTS_VIEW, &mat);
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d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats),
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D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &d3d->vertex_buf);
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const DrawVerticeFormats init_verts[] = {
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{ -1.0f, -1.0f, 1.0f, 0.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f, 1.0f },
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{ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
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};
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BYTE *verts_ptr;
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d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
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memcpy(verts_ptr, init_verts, sizeof(init_verts));
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d3d->vertex_buf->Unlock();
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d3d->d3d_render_device->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
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#elif defined(_XBOX360)
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d3d->d3d_render_device->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats),
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0, 0, 0, &d3d->vertex_buf, NULL);
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static const DrawVerticeFormats init_verts[] = {
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{ -1.0f, -1.0f, 0.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, 1.0f },
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{ -1.0f, 1.0f, 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 0.0f },
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};
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void *verts_ptr;
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d3d->vertex_buf->Lock(0, 0, &verts_ptr, 0);
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memcpy(verts_ptr, init_verts, sizeof(init_verts));
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d3d->vertex_buf->Unlock();
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static const D3DVERTEXELEMENT VertexElements[] =
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{
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{ 0, 0 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 2 * sizeof(float), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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};
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d3d->d3d_render_device->CreateVertexDeclaration(VertexElements, &d3d->v_decl);
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#endif
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d3d->ctx_driver->get_video_size(&d3d->full_x, &d3d->full_y);
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RARCH_LOG("Detecting screen resolution: %ux%u.\n", d3d->full_x, d3d->full_y);
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gfx_ctx_xdk_set_swap_interval(d3d->vsync ? 1 : 0);
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d3d->ctx_driver->swap_interval(d3d->vsync ? 1 : 0);
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#ifdef HAVE_HLSL
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if (!hlsl_shader_init())
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