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(D3D) Go through macro for D3DDevice_CreateVertexBuffer
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commit
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@ -526,20 +526,8 @@ static void d3d_overlay_render(void *data, overlay_t *overlay)
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if (!overlay->vert_buf)
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{
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d3d->dev->CreateVertexBuffer(
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sizeof(vert),
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#ifdef _XBOX
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0,
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#else
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d3d->dev->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0,
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#endif
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0,
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D3DPOOL_MANAGED,
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&overlay->vert_buf
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#ifndef _XBOX1
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,NULL
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#endif
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);
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D3DDevice_CreateVertexBuffers(d3d->dev, sizeof(vert),
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d3d->dev->GetSoftwareVertexProcessing() ? D3DUSAGE_SOFTWAREPROCESSING : 0, 0, D3DPOOL_MANAGED, &overlay->vert_buf, NULL);
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}
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for (unsigned i = 0; i < 4; i++)
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@ -76,6 +76,7 @@ class RenderChain;
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RARCH_ERR("[D3D]: Present() failed.\n"); \
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d3d->needs_restore = true; \
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}
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#define D3DDevice_CreateVertexBuffers(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, pUnusedSharedHandle) device->CreateVertexBuffer(Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, NULL)
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#endif
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@ -152,8 +152,7 @@ bool renderchain_add_pass(void *data, const LinkInfo *info)
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if (!renderchain_init_shader_fvf(chain, pass))
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return false;
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if (FAILED(d3dr->CreateVertexBuffer(
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4 * sizeof(Vertex),
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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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0,
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D3DPOOL_DEFAULT,
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@ -266,12 +266,8 @@ static bool renderchain_create_first_pass(void *data, const video_info_t *info)
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d3d_video_t *chain = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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ret = d3dr->CreateVertexBuffer(4 * sizeof(DrawVerticeFormats),
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D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &chain->vertex_buf
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#ifdef _XBOX360
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,NULL
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#endif
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);
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ret = D3DDevice_CreateVertexBuffers(d3dr, 4 * sizeof(DrawVerticeFormats),
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D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &chain->vertex_buf, NULL);
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if (FAILED(ret))
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return false;
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@ -53,6 +53,8 @@
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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 D3DLOCK_NOSYSLOCK (0)
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@ -87,6 +89,7 @@
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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_CreateVertexBuffers(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, pUnusedSharedHandle) IDirect3DDevice8_CreateVertexBuffer(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer)
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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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