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(D3D10) Start making D3D10 ready for CXX_BUILD
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@ -108,27 +108,27 @@ d3d10_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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{
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UINT flags = 0;
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DXGI_SWAP_CHAIN_DESC desc = {
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.BufferCount = 2,
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.BufferDesc.Width = video->width,
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.BufferDesc.Height = video->height,
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.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_SWAP_CHAIN_DESC desc = {0};
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desc.BufferCount = 2;
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desc.BufferDesc.Width = video->width;
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desc.BufferDesc.Height = video->height;
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desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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#if 0
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.BufferDesc.RefreshRate.Numerator = 60,
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.BufferDesc.RefreshRate.Denominator = 1,
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desc.BufferDesc.RefreshRate.Numerator = 60;
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desc.BufferDesc.RefreshRate.Denominator = 1;
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#endif
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.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT,
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.OutputWindow = main_window.hwnd,
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.SampleDesc.Count = 1,
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.SampleDesc.Quality = 0,
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.Windowed = TRUE,
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.SwapEffect = DXGI_SWAP_EFFECT_DISCARD,
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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desc.OutputWindow = main_window.hwnd;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Windowed = TRUE;
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desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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#if 0
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.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL,
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.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL,
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.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD,
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desc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL;
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desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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#endif
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};
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#ifdef DEBUG
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flags |= D3D10_CREATE_DEVICE_DEBUG;
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@ -177,16 +177,17 @@ d3d10_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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d3d10_gfx_set_rotation(d3d10, 0);
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{
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D3D10_SAMPLER_DESC desc = {
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.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT,
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.AddressU = D3D10_TEXTURE_ADDRESS_BORDER,
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.AddressV = D3D10_TEXTURE_ADDRESS_BORDER,
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.AddressW = D3D10_TEXTURE_ADDRESS_BORDER,
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.MaxAnisotropy = 1,
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.ComparisonFunc = D3D10_COMPARISON_NEVER,
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.MinLOD = -D3D10_FLOAT32_MAX,
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.MaxLOD = D3D10_FLOAT32_MAX,
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};
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D3D10_SAMPLER_DESC desc = {};
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desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
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desc.AddressU = D3D10_TEXTURE_ADDRESS_BORDER;
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desc.AddressV = D3D10_TEXTURE_ADDRESS_BORDER;
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desc.AddressW = D3D10_TEXTURE_ADDRESS_BORDER;
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desc.MaxAnisotropy = 1;
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desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
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desc.MinLOD = -D3D10_FLOAT32_MAX;
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desc.MaxLOD = D3D10_FLOAT32_MAX;
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D3D10CreateSamplerState(d3d10->device, &desc, &d3d10->sampler_nearest);
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desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
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@ -473,7 +474,7 @@ static void d3d10_set_menu_texture_frame(
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{
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d3d10_video_t* d3d10 = (d3d10_video_t*)data;
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int pitch = width * (rgb32 ? sizeof(uint32_t) : sizeof(uint16_t));
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DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : DXGI_FORMAT_EX_A4R4G4B4_UNORM;
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DXGI_FORMAT format = rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : (DXGI_FORMAT)DXGI_FORMAT_EX_A4R4G4B4_UNORM;
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if (d3d10->menu.texture.desc.Width != width || d3d10->menu.texture.desc.Height != height)
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{
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