mirror of
https://github.com/libretro/RetroArch
synced 2025-02-28 12:40:23 +00:00
(D3D) Indenting style nits
This commit is contained in:
parent
9f25746100
commit
b376edd0ed
@ -20,8 +20,7 @@ static inline D3DTEXTUREFILTERTYPE translate_filter(unsigned type)
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{
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if (type == RARCH_FILTER_UNSPEC)
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return g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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else
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return type == RARCH_FILTER_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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return type == RARCH_FILTER_LINEAR ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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}
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static inline D3DTEXTUREFILTERTYPE translate_filter(bool smooth)
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@ -106,13 +105,15 @@ void renderchain_clear(void *data)
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chain->luts.clear();
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}
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void renderchain_set_final_viewport(void *data, const D3DVIEWPORT *final_viewport)
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void renderchain_set_final_viewport(void *data,
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const D3DVIEWPORT *final_viewport)
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{
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renderchain_t *chain = (renderchain_t*)data;
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chain->final_viewport = (D3DVIEWPORT*)final_viewport;
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}
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bool renderchain_set_pass_size(void *data, unsigned pass_index, unsigned width, unsigned height)
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bool renderchain_set_pass_size(void *data, unsigned pass_index,
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unsigned width, unsigned height)
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{
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renderchain_t *chain = (renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = chain->dev;
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@ -125,7 +126,8 @@ bool renderchain_set_pass_size(void *data, unsigned pass_index, unsigned width,
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if (FAILED(d3dr->CreateTexture(width, height, 1,
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D3DUSAGE_RENDERTARGET,
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chain->passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
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chain->passes.back().info.pass->fbo.fp_fbo ?
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D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT,
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&pass.tex, NULL)))
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return false;
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@ -148,12 +150,15 @@ bool renderchain_add_pass(void *data, const LinkInfo *info)
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pass.last_width = 0;
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pass.last_height = 0;
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renderchain_compile_shaders(chain, pass.fPrg, pass.vPrg, info->pass->source.path);
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renderchain_compile_shaders(chain, pass.fPrg,
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pass.vPrg, info->pass->source.path);
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if (!renderchain_init_shader_fvf(chain, pass))
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return false;
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if (FAILED(D3DDevice_CreateVertexBuffers(d3dr, 4 * sizeof(Vertex),
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d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
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d3dr->GetSoftwareVertexProcessing()
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? D3DUSAGE_SOFTWAREPROCESSING : 0,
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0,
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D3DPOOL_DEFAULT,
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&pass.vertex_buf,
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@ -162,7 +167,8 @@ bool renderchain_add_pass(void *data, const LinkInfo *info)
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if (FAILED(d3dr->CreateTexture(info->tex_w, info->tex_h, 1,
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D3DUSAGE_RENDERTARGET,
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chain->passes.back().info.pass->fbo.fp_fbo ? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
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chain->passes.back().info.pass->fbo.fp_fbo
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? D3DFMT_A32B32G32R32F : D3DFMT_A8R8G8B8,
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D3DPOOL_DEFAULT,
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&pass.tex, NULL)))
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return false;
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@ -251,7 +257,8 @@ bool renderchain_render(void *chain_data, const void *data,
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unsigned current_height = height;
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unsigned out_width = 0;
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unsigned out_height = 0;
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renderchain_convert_geometry(chain, &chain->passes[0].info, out_width, out_height,
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renderchain_convert_geometry(chain, &chain->passes[0].info,
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out_width, out_height,
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current_width, current_height, chain->final_viewport);
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#ifdef _XBOX1
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d3dr->SetFlickerFilter(g_extern.console.screen.flicker_filter_index);
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@ -323,11 +330,13 @@ bool renderchain_render(void *chain_data, const void *data,
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renderchain_end_render(chain);
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renderchain_set_shaders(chain, chain->fStock, chain->vStock);
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renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width, chain->final_viewport->Height, 0);
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renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width,
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chain->final_viewport->Height, 0);
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return true;
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}
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bool renderchain_create_first_pass(void *data, const LinkInfo *info, PixelFormat fmt)
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bool renderchain_create_first_pass(void *data, const LinkInfo *info,
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PixelFormat fmt)
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{
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renderchain_t *chain = (renderchain_t*)data;
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D3DXMATRIX ident;
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@ -349,32 +358,33 @@ bool renderchain_create_first_pass(void *data, const LinkInfo *info, PixelFormat
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if (FAILED(d3dr->CreateVertexBuffer(
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4 * sizeof(Vertex),
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d3dr->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
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d3dr->GetSoftwareVertexProcessing()
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? D3DUSAGE_SOFTWAREPROCESSING : 0,
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0,
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D3DPOOL_DEFAULT,
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&chain->prev.vertex_buf[i],
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NULL)))
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{
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return false;
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}
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if (FAILED(d3dr->CreateTexture(info->tex_w, info->tex_h, 1, 0,
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fmt == RGB565 ? D3DFMT_R5G6B5 : D3DFMT_X8R8G8B8,
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D3DPOOL_MANAGED,
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&chain->prev.tex[i], NULL)))
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{
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return false;
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}
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d3dr->SetTexture(0, chain->prev.tex[i]);
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D3DDevice_SetSamplerState_MinFilter(d3dr, 0, translate_filter(info->pass->filter));
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D3DDevice_SetSamplerState_MagFilter(d3dr, 0, translate_filter(info->pass->filter));
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D3DDevice_SetSamplerState_MinFilter(d3dr, 0,
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translate_filter(info->pass->filter));
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D3DDevice_SetSamplerState_MagFilter(d3dr, 0,
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translate_filter(info->pass->filter));
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D3DDevice_SetSamplerState_AddressU(d3dr, 0, D3DTADDRESS_BORDER);
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D3DDevice_SetSamplerState_AddressV(d3dr, 0, D3DTADDRESS_BORDER);
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d3dr->SetTexture(0, NULL);
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}
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renderchain_compile_shaders(chain, pass.fPrg, pass.vPrg, info->pass->source.path);
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renderchain_compile_shaders(chain, pass.fPrg,
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pass.vPrg, info->pass->source.path);
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if (!renderchain_init_shader_fvf(chain, pass))
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return false;
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chain->passes.push_back(pass);
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@ -431,7 +441,7 @@ void renderchain_set_vertices(void *data, Pass &pass,
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vert[2].lut_v = 1.0f;
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vert[3].lut_v = 1.0f;
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// Align texels and vertices.
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/* Align texels and vertices. */
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for (unsigned i = 0; i < 4; i++)
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{
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vert[i].x -= 0.5f;
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@ -524,7 +534,8 @@ void renderchain_blit_to_texture(void *data, const void *frame,
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Pass &first = chain->passes[0];
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if (first.last_width != width || first.last_height != height)
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{
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D3DTexture_LockRectClear(first, first.tex, 0, d3dlr, NULL, D3DLOCK_NOSYSLOCK);
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D3DTexture_LockRectClear(first, first.tex, 0, d3dlr,
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NULL, D3DLOCK_NOSYSLOCK);
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}
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D3DTexture_Blit(chain, desc, d3dlr, frame, width, height, pitch);
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@ -537,8 +548,10 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index)
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renderchain_set_shaders(chain, pass.fPrg, pass.vPrg);
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d3dr->SetTexture(0, pass.tex);
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D3DDevice_SetSamplerState_MinFilter(d3dr, 0, translate_filter(pass.info.pass->filter));
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D3DDevice_SetSamplerState_MagFilter(d3dr, 0, translate_filter(pass.info.pass->filter));
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D3DDevice_SetSamplerState_MinFilter(d3dr, 0,
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translate_filter(pass.info.pass->filter));
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D3DDevice_SetSamplerState_MagFilter(d3dr, 0,
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translate_filter(pass.info.pass->filter));
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#ifdef _XBOX1
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d3dr->SetVertexShader(D3DFVF_XYZ | D3DFVF_TEX1);
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@ -547,7 +560,8 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index)
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#endif
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for (unsigned i = 0; i < 4; i++)
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{
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D3DDevice_SetStreamSources(d3dr, i, pass.vertex_buf, 0, sizeof(Vertex));
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D3DDevice_SetStreamSources(d3dr, i,
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pass.vertex_buf, 0, sizeof(Vertex));
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}
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renderchain_bind_orig(chain, pass);
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@ -604,19 +618,24 @@ void renderchain_log_info(void *data, const LinkInfo *info)
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break;
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}
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RARCH_LOG("\tBilinear filter: %s\n", info->pass->filter == RARCH_FILTER_LINEAR ? "true" : "false");
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RARCH_LOG("\tBilinear filter: %s\n",
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info->pass->filter == RARCH_FILTER_LINEAR ? "true" : "false");
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}
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void renderchain_unbind_all(void *data)
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{
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renderchain_t *chain = (renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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// Have to be a bit anal about it.
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// Render targets hate it when they have filters apparently.
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/* Have to be a bit anal about it.
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* Render targets hate it when they have filters apparently.
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*/
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for (unsigned i = 0; i < chain->bound_tex.size(); i++)
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{
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D3DDevice_SetSamplerState_MinFilter(d3dr, chain->bound_tex[i], D3DTEXF_POINT);
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D3DDevice_SetSamplerState_MagFilter(d3dr, chain->bound_tex[i], D3DTEXF_POINT);
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D3DDevice_SetSamplerState_MinFilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
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D3DDevice_SetSamplerState_MagFilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
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d3dr->SetTexture(chain->bound_tex[i], NULL);
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}
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@ -101,61 +101,97 @@ typedef struct renderchain
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} renderchain_t;
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void renderchain_free(void *data);
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bool renderchain_init(void *data, const video_info_t *video_info,
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LPDIRECT3DDEVICE dev_,
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CGcontext cgCtx_,
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const D3DVIEWPORT *final_viewport_,
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const LinkInfo *info,
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PixelFormat fmt);
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void renderchain_clear(void *data);
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void renderchain_set_final_viewport(void *data, const D3DVIEWPORT *final_viewport);
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bool renderchain_set_pass_size(void *data, unsigned pass_index, unsigned width, unsigned height);
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void renderchain_set_final_viewport(void *data,
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const D3DVIEWPORT *final_viewport);
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bool renderchain_set_pass_size(void *data, unsigned pass_index,
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unsigned width, unsigned height);
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bool renderchain_add_pass(void *data, const LinkInfo *info);
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bool renderchain_add_lut(void *data, const std::string &id,
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const std::string &path,
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bool smooth);
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void renderchain_add_state_tracker(void *data, state_tracker_t *tracker);
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void renderchain_start_render(void *data);
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void renderchain_end_render(void *data);
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bool renderchain_render(void *chain_data, const void *data,
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unsigned width, unsigned height, unsigned pitch, unsigned rotation);
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D3DTEXTUREFILTERTYPE renderchain_translate_filter(unsigned type);
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D3DTEXTUREFILTERTYPE renderchain_translate_filter(bool smooth);
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bool renderchain_create_first_pass(void *data, const LinkInfo *info, PixelFormat fmt);
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bool renderchain_create_first_pass(void *data,
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const LinkInfo *info, PixelFormat fmt);
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void renderchain_set_vertices(void *data, Pass &pass,
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unsigned width, unsigned height,
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unsigned out_width, unsigned out_height,
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unsigned vp_width, unsigned vp_height,
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unsigned rotation);
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void renderchain_set_viewport(void *data, D3DVIEWPORT *vp);
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void renderchain_set_mvp(void *data, CGprogram &vPrg,
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unsigned vp_width, unsigned vp_height,
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unsigned rotation);
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void renderchain_convert_geometry(void *data, const LinkInfo *info,
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unsigned &out_width, unsigned &out_height,
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unsigned width, unsigned height,
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D3DVIEWPORT *final_viewport);
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void renderchain_blit_to_texture(void *data, const void *frame,
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unsigned width, unsigned height,
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unsigned pitch);
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void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index);
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void renderchain_log_info(void *data, const LinkInfo *info);
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void renderchain_unbind_all(void *data);
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bool renderchain_compile_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg, const std::string &shader);
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bool renderchain_compile_shaders(void *data, CGprogram &fPrg,
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CGprogram &vPrg, const std::string &shader);
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void renderchain_set_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg);
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void renderchain_destroy_stock_shader(void *data);
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void renderchain_destroy_shader(void *data, int i);
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void renderchain_set_shader_mvp(void *data, CGprogram &vPrg, D3DXMATRIX &tmp);
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void renderchain_set_shader_params(void *data, Pass &pass,
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unsigned video_w, unsigned video_h,
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unsigned tex_w, unsigned tex_h,
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unsigned viewport_w, unsigned viewport_h);
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void renderchain_bind_tracker(void *data, Pass &pass, unsigned pass_index);
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bool renderchain_init_shader_fvf(void *data, Pass &pass);
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void renderchain_bind_orig(void *data, Pass &pass);
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void renderchain_bind_prev(void *data, Pass &pass);
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void renderchain_bind_luts(void *data, Pass &pass);
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void renderchain_bind_pass(void *data, Pass &pass, unsigned pass_index);
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#endif
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@ -47,13 +47,16 @@ static inline bool validate_param_name(const char *name)
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return true;
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}
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static inline CGparameter find_param_from_semantic(CGparameter param, const std::string &sem)
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static inline CGparameter find_param_from_semantic(
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CGparameter param, const std::string &sem)
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{
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while (param)
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{
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if (cgGetParameterType(param) == CG_STRUCT)
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{
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CGparameter ret = find_param_from_semantic(cgGetFirstStructParameter(param), sem);
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CGparameter ret = find_param_from_semantic(
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cgGetFirstStructParameter(param), sem);
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if (ret)
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return ret;
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}
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@ -72,12 +75,15 @@ static inline CGparameter find_param_from_semantic(CGparameter param, const std:
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return NULL;
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}
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static inline CGparameter find_param_from_semantic(CGprogram prog, const std::string &sem)
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static inline CGparameter find_param_from_semantic(CGprogram prog,
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const std::string &sem)
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{
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return find_param_from_semantic(cgGetFirstParameter(prog, CG_PROGRAM), sem);
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return find_param_from_semantic(cgGetFirstParameter(
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prog, CG_PROGRAM), sem);
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}
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bool renderchain_compile_shaders(void *data, CGprogram &fPrg, CGprogram &vPrg, const std::string &shader)
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bool renderchain_compile_shaders(void *data, CGprogram &fPrg,
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CGprogram &vPrg, const std::string &shader)
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{
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renderchain_t *chain = (renderchain_t*)data;
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CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
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@ -204,12 +210,15 @@ void renderchain_bind_tracker(void *data, Pass &pass, unsigned pass_index)
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return;
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if (pass_index == 1)
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chain->uniform_cnt = state_get_uniform(chain->tracker, chain->uniform_info, MAX_VARIABLES, chain->frame_count);
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chain->uniform_cnt = state_get_uniform(chain->tracker,
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chain->uniform_info, MAX_VARIABLES, chain->frame_count);
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for (unsigned i = 0; i < chain->uniform_cnt; i++)
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{
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set_cg_param(pass.fPrg, chain->uniform_info[i].id, chain->uniform_info[i].value);
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set_cg_param(pass.vPrg, chain->uniform_info[i].id, chain->uniform_info[i].value);
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set_cg_param(pass.fPrg, chain->uniform_info[i].id,
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chain->uniform_info[i].value);
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set_cg_param(pass.vPrg, chain->uniform_info[i].id,
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chain->uniform_info[i].value);
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}
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}
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@ -423,7 +432,9 @@ void renderchain_bind_prev(void *data, Pass &pass)
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{
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unsigned index = cgGetParameterResourceIndex(param);
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LPDIRECT3DTEXTURE tex = chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
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LPDIRECT3DTEXTURE tex = (LPDIRECT3DTEXTURE)
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chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
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chain->dev->SetTexture(index, tex);
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chain->bound_tex.push_back(index);
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@ -439,7 +450,8 @@ void renderchain_bind_prev(void *data, Pass &pass)
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if (param)
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{
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unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
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LPDIRECT3DVERTEXBUFFER vert_buf = chain->prev.vertex_buf[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
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LPDIRECT3DVERTEXBUFFER vert_buf = (LPDIRECT3DVERTEXBUFFER)
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chain->prev.vertex_buf[(chain->prev.ptr - (i + 1)) & TEXTURESMASK];
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chain->bound_vert.push_back(index);
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chain->dev->SetStreamSource(index, vert_buf, 0, sizeof(Vertex));
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@ -452,8 +464,10 @@ void renderchain_bind_luts(void *data, Pass &pass)
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renderchain_t *chain = (renderchain_t*)data;
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for (unsigned i = 0; i < chain->luts.size(); i++)
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{
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CGparameter fparam = cgGetNamedParameter(pass.fPrg, chain->luts[i].id.c_str());
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||||
CGparameter fparam = cgGetNamedParameter(
|
||||
pass.fPrg, chain->luts[i].id.c_str());
|
||||
int bound_index = -1;
|
||||
|
||||
if (fparam)
|
||||
{
|
||||
unsigned index = cgGetParameterResourceIndex(fparam);
|
||||
@ -463,12 +477,16 @@ void renderchain_bind_luts(void *data, Pass &pass)
|
||||
translate_filter(chain->luts[i].smooth));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
|
||||
translate_filter(chain->luts[i].smooth));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU,
|
||||
D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV,
|
||||
D3DTADDRESS_BORDER);
|
||||
chain->bound_tex.push_back(index);
|
||||
}
|
||||
|
||||
CGparameter vparam = cgGetNamedParameter(pass.vPrg, chain->luts[i].id.c_str());
|
||||
CGparameter vparam = cgGetNamedParameter(
|
||||
pass.vPrg, chain->luts[i].id.c_str());
|
||||
|
||||
if (vparam)
|
||||
{
|
||||
unsigned index = cgGetParameterResourceIndex(vparam);
|
||||
@ -479,8 +497,10 @@ void renderchain_bind_luts(void *data, Pass &pass)
|
||||
translate_filter(chain->luts[i].smooth));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
|
||||
translate_filter(chain->luts[i].smooth));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU,
|
||||
D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV,
|
||||
D3DTADDRESS_BORDER);
|
||||
chain->bound_tex.push_back(index);
|
||||
}
|
||||
}
|
||||
@ -490,9 +510,12 @@ void renderchain_bind_luts(void *data, Pass &pass)
|
||||
void renderchain_bind_pass(void *data, Pass &pass, unsigned pass_index)
|
||||
{
|
||||
renderchain_t *chain = (renderchain_t*)data;
|
||||
// We only bother binding passes which are two indices behind.
|
||||
|
||||
if (pass_index < 3)
|
||||
{
|
||||
/* We only bother binding passes which are two indices behind. */
|
||||
return;
|
||||
}
|
||||
|
||||
for (unsigned i = 1; i < pass_index - 1; i++)
|
||||
{
|
||||
@ -530,15 +553,18 @@ void renderchain_bind_pass(void *data, Pass &pass, unsigned pass_index)
|
||||
translate_filter(chain->passes[i].info.pass->filter));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_MINFILTER,
|
||||
translate_filter(chain->passes[i].info.pass->filter));
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSU,
|
||||
D3DTADDRESS_BORDER);
|
||||
chain->dev->SetSamplerState(index, D3DSAMP_ADDRESSV,
|
||||
D3DTADDRESS_BORDER);
|
||||
}
|
||||
|
||||
param = cgGetNamedParameter(pass.vPrg, attr_tex_coord.c_str());
|
||||
if (param)
|
||||
{
|
||||
unsigned index = pass.attrib_map[cgGetParameterResourceIndex(param)];
|
||||
chain->dev->SetStreamSource(index, chain->passes[i].vertex_buf, 0, sizeof(Vertex));
|
||||
chain->dev->SetStreamSource(index, chain->passes[i].vertex_buf,
|
||||
0, sizeof(Vertex));
|
||||
chain->bound_vert.push_back(index);
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user