(D3D) Create macro for D3DDevice_Present

This commit is contained in:
twinaphex 2014-06-07 07:45:02 +02:00
parent 1f5769f1db
commit e64775ba7a
5 changed files with 13 additions and 32 deletions

View File

@ -109,15 +109,7 @@ static void gfx_ctx_d3d_swap_buffers(void *data)
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
#ifdef _XBOX
RD3DDevice_Present(d3dr);
#else
if (d3dr->Present(NULL, NULL, NULL, NULL) != D3D_OK)
{
d3d->needs_restore = true;
RARCH_ERR("[D3D]: Present() failed.\n");
}
#endif
D3DDevice_Presents(d3d, d3dr);
}
static void gfx_ctx_d3d_update_title(void *data)

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@ -740,18 +740,10 @@ static bool d3d_frame(void *data, const void *frame,
// Insert black frame first, so we can screenshot, etc.
if (g_settings.video.black_frame_insertion)
{
#ifdef _XBOX
d3dr->Present(NULL, NULL, NULL, NULL);
d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
#else
if (d3dr->Present(NULL, NULL, NULL, NULL) != D3D_OK)
{
RARCH_ERR("[D3D]: Present() failed.\n");
d3d->needs_restore = true;
D3DDevice_Presents(d3d, d3dr);
if (d3d->needs_restore)
return true;
}
d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
#endif
}
if (!renderchain_render(d3d->chain, frame, width, height, pitch, d3d->dev_rotation))

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@ -70,6 +70,12 @@ class RenderChain;
memset(lockedrect.pBits, level, pass.info.tex_h * lockedrect.Pitch); \
tex->UnlockRect(0); \
}
#define D3DDevice_Presents(d3d, dev) \
if (dev->Present(NULL, NULL, NULL, NULL) != D3D_OK) \
{ \
RARCH_ERR("[D3D]: Present() failed.\n"); \
d3d->needs_restore = true; \
}
#endif

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@ -899,18 +899,10 @@ static bool d3d_frame(void *data, const void *frame,
// Insert black frame first, so we can screenshot, etc.
if (g_settings.video.black_frame_insertion)
{
#ifdef _XBOX
d3dr->Present(NULL, NULL, NULL, NULL);
d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
#else
if (d3dr->Present(NULL, NULL, NULL, NULL) != D3D_OK)
{
RARCH_ERR("[D3D]: Present() failed.\n");
d3d->needs_restore = true;
D3DDevice_Presents(d3d, d3dr);
if (d3d->needs_restore)
return true;
}
d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
#endif
}
#ifdef _XBOX

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@ -48,7 +48,7 @@
#define RD3DDevice_DrawPrimitive(device, PrimitiveType, StartVertex, PrimitiveCount) D3DDevice_DrawVertices(PrimitiveType, StartVertex, D3DVERTEXCOUNT(PrimitiveType, PrimitiveCount))
#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(Count, pRects, Flags, Color, Z, Stencil)
#define RD3DDevice_SetViewport(device, viewport) D3DDevice_SetViewport(viewport)
#define RD3DDevice_Present(device) D3DDevice_Swap(0)
#define D3DDevice_Presents(device, returnval) D3DDevice_Swap(0)
#define D3DDevice_SetSamplerState_MinFilter(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_MINFILTER, value)
#define D3DDevice_SetSamplerState_MagFilter(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_MAGFILTER, value)
#define D3DDevice_SetSamplerState_AddressU(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_ADDRESSU, value)
@ -90,12 +90,11 @@
#define RD3DDevice_DrawPrimitive(device, PrimitiveType, StartVertex, PrimitiveCount) D3DDevice_DrawVertices(device, PrimitiveType, StartVertex, D3DVERTEXCOUNT(PrimitiveType, PrimitiveCount))
#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil, false)
#define RD3DDevice_SetViewport(device, viewport) D3DDevice_SetViewport(device, viewport)
#define RD3DDevice_Present(device) D3DDevice_Present(device)
#define D3DDevice_SetSamplerState_MinFilter(device, sampler, value) D3DDevice_SetSamplerState_MinFilter(device, sampler, value)
#define D3DDevice_SetSamplerState_MagFilter(device, sampler, value) D3DDevice_SetSamplerState_MagFilter(device, sampler, value)
#define D3DDevice_SetSamplerState_AddressU(device, sampler, value) D3DDevice_SetSamplerState_AddressU_Inline(device, sampler, value)
#define D3DDevice_SetSamplerState_AddressV(device, sampler, value) D3DDevice_SetSamplerState_AddressV_Inline(device, sampler, value)
#define D3DDevice_Presents(dev, returnval) D3DDevice_Present(dev)
#endif
#define D3DTexture_LockRectClear(pass, tex, level, lockedrect, rect, flags) \