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https://github.com/libretro/RetroArch
synced 2025-03-28 19:20:35 +00:00
(D3D9 HLSL) Don't go through inlined functions
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825bc0739e
commit
d1cbba2847
@ -322,14 +322,16 @@ static bool hlsl_d3d9_renderchain_create_first_pass(
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if (!chain->prev.tex[i])
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return false;
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d3d9_set_texture(chain->dev, 0, chain->prev.tex[i]);
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d3d9_set_sampler_minfilter(dev, 0,
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d3d_translate_filter(info->pass->filter));
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d3d9_set_sampler_magfilter(dev, 0,
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d3d_translate_filter(info->pass->filter));
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d3d9_set_sampler_address_u(dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_sampler_address_v(dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_texture(chain->dev, 0, NULL);
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IDirect3DDevice9_SetTexture(chain->dev, 0,
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(IDirect3DBaseTexture9*)chain->prev.tex[i]);
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IDirect3DDevice9_SetSamplerState(dev,
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0, D3DSAMP_MINFILTER, d3d_translate_filter(info->pass->filter));
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IDirect3DDevice9_SetSamplerState(dev,
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0, D3DSAMP_MAGFILTER, d3d_translate_filter(info->pass->filter));
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IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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IDirect3DDevice9_SetTexture(chain->dev, 0,
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(IDirect3DBaseTexture9*)NULL);
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}
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d3d9_hlsl_load_program_from_file(chain->dev,
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@ -398,7 +400,7 @@ static void d3d9_hlsl_deinit_progs(hlsl_renderchain_t *chain)
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for (i = 1; i < chain->chain.passes->count; i++)
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{
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if (chain->chain.passes->data[i].tex)
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d3d9_texture_free(chain->chain.passes->data[i].tex);
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IDirect3DTexture9_Release(chain->chain.passes->data[i].tex);
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chain->chain.passes->data[i].tex = NULL;
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d3d9_vertex_buffer_free(
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chain->chain.passes->data[i].vertex_buf,
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@ -414,7 +416,7 @@ static void d3d9_hlsl_destroy_resources(hlsl_renderchain_t *chain)
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for (i = 0; i < TEXTURES; i++)
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{
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if (chain->chain.prev.tex[i])
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d3d9_texture_free(chain->chain.prev.tex[i]);
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IDirect3DTexture9_Release(chain->chain.prev.tex[i]);
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if (chain->chain.prev.vertex_buf[i])
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d3d9_vertex_buffer_free(chain->chain.prev.vertex_buf[i], NULL);
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}
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@ -424,7 +426,7 @@ static void d3d9_hlsl_destroy_resources(hlsl_renderchain_t *chain)
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for (i = 0; i < chain->chain.luts->count; i++)
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{
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if (chain->chain.luts->data[i].tex)
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d3d9_texture_free(chain->chain.luts->data[i].tex);
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IDirect3DTexture9_Release(chain->chain.luts->data[i].tex);
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}
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}
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@ -503,24 +505,32 @@ static void hlsl_d3d9_renderchain_render_pass(
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unsigned pass_index)
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{
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/* Currently we override the passes shader program with the stock shader as at least the last pass is not setup correctly */
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/*d3d9_hlsl_bind_program(pass, chain->chain.dev);*/
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#if 0
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d3d9_hlsl_bind_program(pass, chain->chain.dev);
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#else
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d3d9_hlsl_bind_program(&chain->stock_shader, chain->chain.dev);
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#endif
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d3d9_set_texture(chain->chain.dev, 0, pass->tex);
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IDirect3DDevice9_SetTexture(chain->chain.dev, 0,
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(IDirect3DBaseTexture9*)pass->tex);
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/* d3d8 sets the sampler address modes - I've left them out for the time being but maybe this is a bug in d3d9 */
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/*d3d9_set_sampler_address_u(chain->chain.dev, 0, D3DTADDRESS_BORDER);*/
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/*d3d9_set_sampler_address_v(chain->chain.dev, 0, D3DTADDRESS_BORDER);*/
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d3d9_set_sampler_minfilter(chain->chain.dev, 0,
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/* D3D8 sets the sampler address modes -
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I've left them out for the time being
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but maybe this is a bug in d3d9 */
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#if 0
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IDirect3DDevice9_SetSamplerState(chain->chain.dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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IDirect3DDevice9_SetSamplerState(chain->chain.dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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#endif
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IDirect3DDevice9_SetSamplerState(chain->chain.dev,
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0, D3DSAMP_MINFILTER,
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d3d_translate_filter(pass->info.pass->filter));
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d3d9_set_sampler_magfilter(chain->chain.dev, 0,
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IDirect3DDevice9_SetSamplerState(chain->chain.dev,
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0, D3DSAMP_MAGFILTER,
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d3d_translate_filter(pass->info.pass->filter));
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d3d9_set_vertex_declaration(chain->chain.dev, pass->vertex_decl);
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d3d9_set_stream_source(chain->chain.dev, 0,
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pass->vertex_buf, 0,
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sizeof(struct Vertex));
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IDirect3DDevice9_SetVertexDeclaration(chain->chain.dev, pass->vertex_decl);
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IDirect3DDevice9_SetStreamSource(chain->chain.dev, 0, pass->vertex_buf,
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0,sizeof(struct Vertex));
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#if 0
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/* Set orig texture. */
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@ -566,8 +576,10 @@ static void hlsl_d3d9_renderchain_render_pass(
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/* So we don't render with linear filter into render targets,
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* which apparently looked odd (too blurry). */
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d3d9_set_sampler_minfilter(chain->chain.dev, 0, D3DTEXF_POINT);
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d3d9_set_sampler_magfilter(chain->chain.dev, 0, D3DTEXF_POINT);
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IDirect3DDevice9_SetSamplerState(chain->chain.dev,
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0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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IDirect3DDevice9_SetSamplerState(chain->chain.dev,
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0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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d3d9_renderchain_unbind_all(&chain->chain);
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}
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@ -635,14 +647,14 @@ static bool hlsl_d3d9_renderchain_render(
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viewport.MinZ = 0.0f;
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viewport.MaxZ = 1.0f;
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d3d9_set_viewports(chain->chain.dev, &viewport);
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IDirect3DDevice9_SetViewport(chain->chain.dev, (D3DVIEWPORT9*)&viewport);
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IDirect3DDevice9_Clear(chain->chain.dev, 0, 0, D3DCLEAR_TARGET,
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0, 1, 0);
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viewport.Width = out_width;
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viewport.Height = out_height;
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d3d9_set_viewports(chain->chain.dev, &viewport);
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IDirect3DDevice9_SetViewport(chain->chain.dev, (D3DVIEWPORT9*)&viewport);
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hlsl_d3d9_renderchain_set_vertices(
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d3d,
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@ -671,7 +683,7 @@ static bool hlsl_d3d9_renderchain_render(
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&out_width, &out_height,
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current_width, current_height, chain->chain.final_viewport);
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d3d9_set_viewports(chain->chain.dev, chain->chain.final_viewport);
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IDirect3DDevice9_SetViewport(chain->chain.dev, (D3DVIEWPORT9*)chain->chain.final_viewport);
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hlsl_d3d9_renderchain_set_vertices(
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d3d,
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@ -966,8 +978,8 @@ static bool d3d9_hlsl_initialize(d3d9_video_t *d3d, const video_info_t *info)
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d3d_matrix_ortho_off_center_lh(&d3d->mvp_transposed, 0, 1, 0, 1, 0, 1);
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d3d_matrix_transpose(&d3d->mvp, &d3d->mvp_transposed);
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d3d9_set_render_state(d3d->dev, D3DRS_CULLMODE, D3DCULL_NONE);
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d3d9_set_render_state(d3d->dev, D3DRS_SCISSORTESTENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_CULLMODE, D3DCULL_NONE);
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IDirect3DDevice9_SetRenderState(d3d->dev, D3DRS_SCISSORTESTENABLE, TRUE);
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return true;
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}
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@ -1284,7 +1296,7 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
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screen_vp.MaxZ = 1;
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screen_vp.Width = width;
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screen_vp.Height = height;
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d3d9_set_viewports(d3d->dev, &screen_vp);
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IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
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IDirect3DDevice9_Clear(d3d->dev, 0, 0, D3DCLEAR_TARGET,
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0, 1, 0);
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@ -1330,21 +1342,22 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
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d3d9_overlay_render(d3d, width, height, d3d->menu, false);
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d3d->menu_display.offset = 0;
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d3d9_set_vertex_declaration(d3d->dev, (LPDIRECT3DVERTEXDECLARATION9)d3d->menu_display.decl);
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d3d9_set_stream_source(d3d->dev, 0, (LPDIRECT3DVERTEXBUFFER9)d3d->menu_display.buffer, 0, sizeof(Vertex));
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d3d9_set_viewports(d3d->dev, &screen_vp);
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IDirect3DDevice9_SetVertexDeclaration(d3d->dev, (LPDIRECT3DVERTEXDECLARATION9)d3d->menu_display.decl);
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IDirect3DDevice9_SetStreamSource(d3d->dev, 0,
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(LPDIRECT3DVERTEXBUFFER9)d3d->menu_display.buffer,
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0, sizeof(Vertex));
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IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
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menu_driver_frame(menu_is_alive, video_info);
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}
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else if (statistics_show)
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{
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if (osd_params)
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{
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d3d9_set_viewports(d3d->dev, &screen_vp);
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IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
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d3d9_begin_scene(d3d->dev);
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font_driver_render_msg(d3d, stat_text,
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(const struct font_params*)osd_params, NULL);
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d3d9_end_scene(d3d->dev);
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IDirect3DDevice9_EndScene(d3d->dev);
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}
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}
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#endif
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@ -1366,10 +1379,10 @@ static bool d3d9_hlsl_frame(void *data, const void *frame,
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if (msg && *msg)
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{
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d3d9_set_viewports(d3d->dev, &screen_vp);
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IDirect3DDevice9_SetViewport(d3d->dev, (D3DVIEWPORT9*)&screen_vp);
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d3d9_begin_scene(d3d->dev);
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font_driver_render_msg(d3d, msg, NULL, NULL);
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d3d9_end_scene(d3d->dev);
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IDirect3DDevice9_EndScene(d3d->dev);
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}
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win32_update_title();
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@ -1491,11 +1504,10 @@ static void d3d9_hlsl_set_nonblock_state(void *data, bool state,
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d3d->video_info.vsync = !state;
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#ifdef _XBOX
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d3d9_set_render_state(d3d->dev,
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IDirect3DDevice9_SetRenderState(d3d->dev,
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D3DRS_PRESENTINTERVAL,
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interval ?
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D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE
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);
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D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE);
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#else
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d3d->needs_restore = true;
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d3d9_hlsl_restore(d3d);
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