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https://github.com/libretro/RetroArch
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(d3d9/d3d_overlays.cpp) style nits / cleanups
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@ -1,5 +1,7 @@
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static void d3d_overlay_render(void *data, overlay_t *overlay)
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{
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void *verts;
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unsigned i;
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d3d_video_t *d3d = (d3d_video_t*)data;
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if (!overlay || !overlay->tex)
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@ -15,10 +17,12 @@ 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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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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d3d->dev->GetSoftwareVertexProcessing() ?
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D3DUSAGE_SOFTWAREPROCESSING : 0, 0, D3DPOOL_MANAGED,
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&overlay->vert_buf, NULL);
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}
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for (unsigned i = 0; i < 4; i++)
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for (i = 0; i < 4; i++)
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{
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vert[i].z = 0.5f;
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vert[i].r = vert[i].g = vert[i].b = 1.0f;
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@ -29,13 +33,17 @@ static void d3d_overlay_render(void *data, overlay_t *overlay)
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float overlay_height = d3d->final_viewport.Height;
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vert[0].x = overlay->vert_coords.x * overlay_width;
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vert[1].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width;
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vert[1].x = (overlay->vert_coords.x + overlay->vert_coords.w)
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* overlay_width;
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vert[2].x = overlay->vert_coords.x * overlay_width;
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vert[3].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width;
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vert[3].x = (overlay->vert_coords.x + overlay->vert_coords.w)
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* overlay_width;
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vert[0].y = overlay->vert_coords.y * overlay_height;
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vert[1].y = overlay->vert_coords.y * overlay_height;
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vert[2].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height;
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vert[3].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height;
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vert[2].y = (overlay->vert_coords.y + overlay->vert_coords.h)
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* overlay_height;
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vert[3].y = (overlay->vert_coords.y + overlay->vert_coords.h)
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* overlay_height;
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vert[0].u = overlay->tex_coords.x;
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vert[1].u = overlay->tex_coords.x + overlay->tex_coords.w;
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@ -46,14 +54,13 @@ static void d3d_overlay_render(void *data, overlay_t *overlay)
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vert[2].v = overlay->tex_coords.y + overlay->tex_coords.h;
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vert[3].v = overlay->tex_coords.y + overlay->tex_coords.h;
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// Align texels and vertices.
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for (unsigned i = 0; i < 4; i++)
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/* Align texels and vertices. */
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for (i = 0; i < 4; i++)
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{
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vert[i].x -= 0.5f;
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vert[i].y += 0.5f;
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}
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void *verts;
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overlay->vert_buf->Lock(0, sizeof(vert), &verts, 0);
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memcpy(verts, vert, sizeof(vert));
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overlay->vert_buf->Unlock();
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@ -66,9 +73,12 @@ static void d3d_overlay_render(void *data, overlay_t *overlay)
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#ifndef _XBOX1
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// set vertex decl for overlay
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D3DVERTEXELEMENT vElems[4] = {
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
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{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT,
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D3DDECLUSAGE_POSITION, 0},
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{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT,
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D3DDECLUSAGE_TEXCOORD, 0},
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{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT,
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D3DDECLUSAGE_COLOR, 0},
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D3DDECL_END()
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};
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LPDIRECT3DVERTEXDECLARATION vertex_decl;
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@ -77,11 +87,12 @@ static void d3d_overlay_render(void *data, overlay_t *overlay)
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vertex_decl->Release();
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#endif
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D3DDevice_SetStreamSources(d3d->dev, 0, overlay->vert_buf, 0, sizeof(overlay_vertex));
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D3DDevice_SetStreamSources(d3d->dev, 0, overlay->vert_buf,
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0, sizeof(overlay_vertex));
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if (overlay->fullscreen)
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{
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// set viewport to full window
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/* Set viewport to full window. */
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D3DVIEWPORT vp_full;
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vp_full.X = 0;
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vp_full.Y = 0;
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@ -92,7 +103,7 @@ static void d3d_overlay_render(void *data, overlay_t *overlay)
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d3d->dev->SetViewport(&vp_full);
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}
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// render overlay
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/* Render overlay. */
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d3d->dev->SetTexture(0, overlay->tex);
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D3DDevice_SetSamplerState_AddressU(d3d->dev, 0, D3DTADDRESS_BORDER);
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D3DDevice_SetSamplerState_AddressV(d3d->dev, 0, D3DTADDRESS_BORDER);
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@ -100,7 +111,7 @@ static void d3d_overlay_render(void *data, overlay_t *overlay)
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D3DDevice_SetSamplerState_MagFilter(d3d->dev, 0, D3DTEXF_LINEAR);
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D3DDevice_DrawPrimitive(d3d->dev, D3DPT_TRIANGLESTRIP, 0, 2);
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// restore previous state
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/* Restore previous state. */
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d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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d3d->dev->SetViewport(&d3d->final_viewport);
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}
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@ -108,6 +119,7 @@ static void d3d_overlay_render(void *data, overlay_t *overlay)
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void d3d_free_overlay(void *data, overlay_t *overlay)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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if (overlay->tex)
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overlay->tex->Release();
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if (overlay->vert_buf)
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@ -116,8 +128,10 @@ void d3d_free_overlay(void *data, overlay_t *overlay)
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void d3d_free_overlays(void *data)
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{
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unsigned i;
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d3d_video_t *d3d = (d3d_video_t*)data;
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for (unsigned i = 0; i < d3d->overlays.size(); i++)
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for (i = 0; i < d3d->overlays.size(); i++)
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d3d_free_overlay(d3d, &d3d->overlays[i]);
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d3d->overlays.clear();
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}
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@ -150,18 +164,24 @@ static void d3d_overlay_vertex_geom(void *data,
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d3d->overlays[index].vert_coords.h = h;
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}
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static bool d3d_overlay_load(void *data, const texture_image *images, unsigned num_images)
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static bool d3d_overlay_load(void *data,
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const texture_image *images, unsigned num_images)
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{
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unsigned i, y;
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d3d_video_t *d3d = (d3d_video_t*)data;
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d3d_free_overlays(data);
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d3d->overlays.resize(num_images);
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for (unsigned i = 0; i < num_images; i++)
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for (i = 0; i < num_images; i++)
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{
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unsigned width = images[i].width;
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unsigned height = images[i].height;
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overlay_t &overlay = d3d->overlays[i];
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if (FAILED(d3d->dev->CreateTexture(width, height, 1,
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if (FAILED(d3d->dev->CreateTexture(
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width,
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height,
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1,
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0,
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D3DFMT_A8R8G8B8,
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D3DPOOL_MANAGED,
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@ -172,19 +192,23 @@ static bool d3d_overlay_load(void *data, const texture_image *images, unsigned n
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}
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D3DLOCKED_RECT d3dlr;
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if (SUCCEEDED(overlay.tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
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if (SUCCEEDED(overlay.tex->LockRect(0, &d3dlr,
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NULL, D3DLOCK_NOSYSLOCK)))
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{
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uint32_t *dst = static_cast<uint32_t*>(d3dlr.pBits);
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const uint32_t *src = images[i].pixels;
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unsigned pitch = d3dlr.Pitch >> 2;
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for (unsigned y = 0; y < height; y++, dst += pitch, src += width)
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for (y = 0; y < height; y++, dst += pitch, src += width)
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memcpy(dst, src, width << 2);
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overlay.tex->UnlockRect(0);
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}
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overlay.tex_w = width;
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overlay.tex_h = height;
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d3d_overlay_tex_geom(d3d, i, 0, 0, 1, 1); // Default. Stretch to whole screen.
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/* Default. Stretch to whole screen. */
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d3d_overlay_tex_geom(d3d, i, 0, 0, 1, 1);
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d3d_overlay_vertex_geom(d3d, i, 0, 0, 1, 1);
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}
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@ -193,9 +217,10 @@ static bool d3d_overlay_load(void *data, const texture_image *images, unsigned n
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static void d3d_overlay_enable(void *data, bool state)
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{
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unsigned i;
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d3d_video_t *d3d = (d3d_video_t*)data;
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for (unsigned i = 0; i < d3d->overlays.size(); i++)
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for (i = 0; i < d3d->overlays.size(); i++)
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d3d->overlays_enabled = state;
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if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse)
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@ -204,9 +229,10 @@ static void d3d_overlay_enable(void *data, bool state)
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static void d3d_overlay_full_screen(void *data, bool enable)
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{
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unsigned i;
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d3d_video_t *d3d = (d3d_video_t*)data;
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for (unsigned i = 0; i < d3d->overlays.size(); i++)
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for (i = 0; i < d3d->overlays.size(); i++)
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d3d->overlays[i].fullscreen = enable;
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}
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@ -225,7 +251,8 @@ static const video_overlay_interface_t d3d_overlay_interface = {
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d3d_overlay_set_alpha,
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};
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static void d3d_get_overlay_interface(void *data, const video_overlay_interface_t **iface)
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static void d3d_get_overlay_interface(void *data,
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const video_overlay_interface_t **iface)
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{
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(void)data;
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*iface = &d3d_overlay_interface;
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