(D3D) Get rid of some D3D macros

This commit is contained in:
twinaphex 2014-09-12 17:32:18 +02:00
parent 7924166f64
commit a943609c1a
2 changed files with 1 additions and 12 deletions

View File

@ -197,7 +197,7 @@ static bool texture_image_render(void *data,
/* Draw the quad. */
d3dr->SetTexture(0, out_img->pixels);
D3DDevice_SetStreamSources(d3dr, 0,
d3d_set_stream_source(d3dr, 0,
out_img->vertex_buf, 0, sizeof(Vertex));
d3dr->SetVertexShader(D3DFVF_CUSTOMVERTEX);

View File

@ -35,12 +35,7 @@
#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(Count, pRects, Flags, Color, Z, Stencil)
#define RD3DDevice_SetViewport(device, viewport) D3DDevice_SetViewport(viewport)
#define D3DDevice_Presents(d3d, device) D3DDevice_Swap(0)
#define D3DDevice_SetSamplerState_MinFilter(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_MINFILTER, value)
#define D3DDevice_SetSamplerState_MagFilter(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_MAGFILTER, value)
#define D3DDevice_SetSamplerState_AddressU(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_ADDRESSU, value)
#define D3DDevice_SetSamplerState_AddressV(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_ADDRESSV, value)
#define D3DDevice_CreateVertexBuffers(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, pUnusedSharedHandle) IDirect3DDevice8_CreateVertexBuffer(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer)
#define D3DDevice_SetStreamSources(device, streamNumber, pStreamData, OffsetInBytes, Stride) IDirect3DDevice8_SetStreamSource(device, streamNumber, pStreamData, Stride);
#elif defined(_XBOX360)
/* XBox 360*/
@ -52,16 +47,10 @@
pendingMask3 = D3DTAG_MASKENCODE(D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant, D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant); \
D3DDevice_SetTexture(device, Stage, pTexture, pendingMask3)
#define D3DDevice_SetStreamSources(device, streamNumber, pStreamData, OffsetInBytes, Stride) D3DDevice_SetStreamSource_Inline(device, streamNumber, pStreamData, OffsetInBytes, Stride)
#define D3DDevice_CreateVertexBuffers(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, pUnusedSharedHandle) IDirect3DDevice9_CreateVertexBuffer(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, NULL)
#define RD3DDevice_DrawPrimitive(device, PrimitiveType, StartVertex, PrimitiveCount) D3DDevice_DrawVertices(device, PrimitiveType, StartVertex, D3DVERTEXCOUNT(PrimitiveType, PrimitiveCount))
#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil, false)
#define RD3DDevice_SetViewport(device, viewport) D3DDevice_SetViewport(device, viewport)
#define D3DDevice_SetSamplerState_MinFilter(device, sampler, value) D3DDevice_SetSamplerState_MinFilter(device, sampler, value)
#define D3DDevice_SetSamplerState_MagFilter(device, sampler, value) D3DDevice_SetSamplerState_MagFilter(device, sampler, value)
#define D3DDevice_SetSamplerState_AddressU(device, sampler, value) D3DDevice_SetSamplerState_AddressU_Inline(device, sampler, value)
#define D3DDevice_SetSamplerState_AddressV(device, sampler, value) D3DDevice_SetSamplerState_AddressV_Inline(device, sampler, value)
#define D3DDevice_Presents(d3d, dev) D3DDevice_Present(dev)
#endif