diff --git a/gfx/d3d9/render_chain.cpp b/gfx/d3d9/render_chain.cpp index 8ffeb60b82..8e8ac5c508 100644 --- a/gfx/d3d9/render_chain.cpp +++ b/gfx/d3d9/render_chain.cpp @@ -373,9 +373,9 @@ bool renderchain_create_first_pass(void *data, const LinkInfo *info, return false; d3dr->SetTexture(0, chain->prev.tex[i]); - D3DDevice_SetSamplerState_MinFilter(d3dr, 0, + d3d_set_sampler_minfilter(d3dr, 0, translate_filter(info->pass->filter)); - D3DDevice_SetSamplerState_MagFilter(d3dr, 0, + d3d_set_sampler_magfilter(d3dr, 0, translate_filter(info->pass->filter)); d3d_set_sampler_address_u(d3dr, 0, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3dr, 0, D3DTADDRESS_BORDER); @@ -551,9 +551,9 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index) renderchain_set_shaders(chain, pass.fPrg, pass.vPrg); d3dr->SetTexture(0, pass.tex); - D3DDevice_SetSamplerState_MinFilter(d3dr, 0, + d3d_set_sampler_minfilter(d3dr, 0, translate_filter(pass.info.pass->filter)); - D3DDevice_SetSamplerState_MagFilter(d3dr, 0, + d3d_set_sampler_magfilter(d3dr, 0, translate_filter(pass.info.pass->filter)); #ifdef _XBOX1 @@ -575,8 +575,8 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index) // So we don't render with linear filter into render targets, // which apparently looked odd (too blurry). - D3DDevice_SetSamplerState_MinFilter(d3dr, 0, D3DTEXF_POINT); - D3DDevice_SetSamplerState_MagFilter(d3dr, 0, D3DTEXF_POINT); + d3d_set_sampler_minfilter(d3dr, 0, D3DTEXF_POINT); + d3d_set_sampler_magfilter(d3dr, 0, D3DTEXF_POINT); renderchain_unbind_all(chain); } @@ -633,9 +633,9 @@ void renderchain_unbind_all(void *data) */ for (unsigned i = 0; i < chain->bound_tex.size(); i++) { - D3DDevice_SetSamplerState_MinFilter(d3dr, + d3d_set_sampler_minfilter(d3dr, chain->bound_tex[i], D3DTEXF_POINT); - D3DDevice_SetSamplerState_MagFilter(d3dr, + d3d_set_sampler_magfilter(d3dr, chain->bound_tex[i], D3DTEXF_POINT); d3dr->SetTexture(chain->bound_tex[i], NULL); }