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(D3D) Get rid of some D3D macros
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@ -197,7 +197,7 @@ static bool texture_image_render(void *data,
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/* Draw the quad. */
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d3dr->SetTexture(0, out_img->pixels);
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D3DDevice_SetStreamSources(d3dr, 0,
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d3d_set_stream_source(d3dr, 0,
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out_img->vertex_buf, 0, sizeof(Vertex));
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d3dr->SetVertexShader(D3DFVF_CUSTOMVERTEX);
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@ -35,12 +35,7 @@
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#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(Count, pRects, Flags, Color, Z, Stencil)
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#define RD3DDevice_SetViewport(device, viewport) D3DDevice_SetViewport(viewport)
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#define D3DDevice_Presents(d3d, device) D3DDevice_Swap(0)
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#define D3DDevice_SetSamplerState_MinFilter(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_MINFILTER, value)
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#define D3DDevice_SetSamplerState_MagFilter(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_MAGFILTER, value)
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#define D3DDevice_SetSamplerState_AddressU(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_ADDRESSU, value)
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#define D3DDevice_SetSamplerState_AddressV(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_ADDRESSV, value)
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#define D3DDevice_CreateVertexBuffers(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, pUnusedSharedHandle) IDirect3DDevice8_CreateVertexBuffer(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer)
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#define D3DDevice_SetStreamSources(device, streamNumber, pStreamData, OffsetInBytes, Stride) IDirect3DDevice8_SetStreamSource(device, streamNumber, pStreamData, Stride);
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#elif defined(_XBOX360)
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/* XBox 360*/
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@ -52,16 +47,10 @@
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pendingMask3 = D3DTAG_MASKENCODE(D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant, D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant); \
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D3DDevice_SetTexture(device, Stage, pTexture, pendingMask3)
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#define D3DDevice_SetStreamSources(device, streamNumber, pStreamData, OffsetInBytes, Stride) D3DDevice_SetStreamSource_Inline(device, streamNumber, pStreamData, OffsetInBytes, Stride)
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#define D3DDevice_CreateVertexBuffers(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, pUnusedSharedHandle) IDirect3DDevice9_CreateVertexBuffer(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, NULL)
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#define RD3DDevice_DrawPrimitive(device, PrimitiveType, StartVertex, PrimitiveCount) D3DDevice_DrawVertices(device, PrimitiveType, StartVertex, D3DVERTEXCOUNT(PrimitiveType, PrimitiveCount))
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#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil, false)
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#define RD3DDevice_SetViewport(device, viewport) D3DDevice_SetViewport(device, viewport)
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#define D3DDevice_SetSamplerState_MinFilter(device, sampler, value) D3DDevice_SetSamplerState_MinFilter(device, sampler, value)
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#define D3DDevice_SetSamplerState_MagFilter(device, sampler, value) D3DDevice_SetSamplerState_MagFilter(device, sampler, value)
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#define D3DDevice_SetSamplerState_AddressU(device, sampler, value) D3DDevice_SetSamplerState_AddressU_Inline(device, sampler, value)
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#define D3DDevice_SetSamplerState_AddressV(device, sampler, value) D3DDevice_SetSamplerState_AddressV_Inline(device, sampler, value)
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#define D3DDevice_Presents(d3d, dev) D3DDevice_Present(dev)
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#endif
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