mirror of
https://github.com/libretro/RetroArch
synced 2025-01-30 12:32:52 +00:00
Cleanups
This commit is contained in:
parent
a9cede28b4
commit
fe1d3306af
@ -42,9 +42,14 @@
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#pragma comment(lib, "cgd3d9")
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#pragma comment(lib, "cgd3d9")
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#endif
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#endif
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#define d3d9_cg_set_param_1f(param, x) if (param) cgD3D9SetUniform(param, x)
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static INLINE void d3d9_cg_set_param_1f(void *data, const void *value)
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{
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CGparameter param = (CGparameter)data;
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if (param)
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cgD3D9SetUniform(param, value);
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}
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static void set_cg_param(void *data, const char *name, const void *values)
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static INLINE void set_cg_param(void *data, const char *name, const void *values)
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{
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{
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CGprogram prog = (CGprogram)data;
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CGprogram prog = (CGprogram)data;
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CGparameter cgp = cgGetNamedParameter(prog, name);
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CGparameter cgp = cgGetNamedParameter(prog, name);
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@ -623,10 +628,8 @@ static void d3d9_cg_destroy_resources(cg_renderchain_t *chain)
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cgD3D9SetDevice(NULL);
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cgD3D9SetDevice(NULL);
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}
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}
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static void d3d9_cg_deinit_context_state(void *data)
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static void d3d9_cg_deinit_context_state(cg_renderchain_t *chain)
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{
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{
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (chain->cgCtx)
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if (chain->cgCtx)
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{
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{
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RARCH_LOG("[D3D9 Cg]: Destroying context.\n");
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RARCH_LOG("[D3D9 Cg]: Destroying context.\n");
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@ -681,7 +684,8 @@ static bool d3d9_cg_renderchain_init_shader(d3d9_video_t *d3d,
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static bool d3d9_cg_renderchain_create_first_pass(
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static bool d3d9_cg_renderchain_create_first_pass(
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LPDIRECT3DDEVICE9 dev,
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LPDIRECT3DDEVICE9 dev,
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cg_renderchain_t *chain,
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cg_renderchain_t *cg_chain,
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d3d9_renderchain_t *chain,
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const struct LinkInfo *info, unsigned _fmt)
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const struct LinkInfo *info, unsigned _fmt)
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{
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{
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unsigned i;
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unsigned i;
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@ -701,44 +705,44 @@ static bool d3d9_cg_renderchain_create_first_pass(
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pass.attrib_map = (struct unsigned_vector_list*)
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pass.attrib_map = (struct unsigned_vector_list*)
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unsigned_vector_list_new();
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unsigned_vector_list_new();
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chain->chain.prev.ptr = 0;
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chain->prev.ptr = 0;
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for (i = 0; i < TEXTURES; i++)
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for (i = 0; i < TEXTURES; i++)
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{
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{
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chain->chain.prev.last_width[i] = 0;
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chain->prev.last_width[i] = 0;
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chain->chain.prev.last_height[i] = 0;
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chain->prev.last_height[i] = 0;
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chain->chain.prev.vertex_buf[i] = (LPDIRECT3DVERTEXBUFFER9)
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chain->prev.vertex_buf[i] = (LPDIRECT3DVERTEXBUFFER9)
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d3d9_vertex_buffer_new(
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d3d9_vertex_buffer_new(
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chain->chain.dev, 4 * sizeof(struct D3D9Vertex),
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chain->dev, 4 * sizeof(struct D3D9Vertex),
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D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL);
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D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL);
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if (!chain->chain.prev.vertex_buf[i])
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if (!chain->prev.vertex_buf[i])
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return false;
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return false;
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chain->chain.prev.tex[i] = (LPDIRECT3DTEXTURE9)
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chain->prev.tex[i] = (LPDIRECT3DTEXTURE9)
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d3d9_texture_new(chain->chain.dev, NULL,
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d3d9_texture_new(chain->dev, NULL,
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info->tex_w, info->tex_h, 1, 0, fmt,
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info->tex_w, info->tex_h, 1, 0, fmt,
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D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false);
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D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false);
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if (!chain->chain.prev.tex[i])
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if (!chain->prev.tex[i])
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return false;
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return false;
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d3d9_set_texture(chain->chain.dev, 0, chain->chain.prev.tex[i]);
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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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d3d9_set_sampler_minfilter(dev, 0,
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d3d_translate_filter(info->pass->filter));
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d3d_translate_filter(info->pass->filter));
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d3d9_set_sampler_magfilter(dev, 0,
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d3d9_set_sampler_magfilter(dev, 0,
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d3d_translate_filter(info->pass->filter));
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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_u(dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_sampler_address_v(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->chain.dev, 0, NULL);
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d3d9_set_texture(chain->dev, 0, NULL);
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}
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}
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d3d9_cg_load_program(chain, &pass.fprg,
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d3d9_cg_load_program(cg_chain, &pass.fprg,
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&pass.vprg, info->pass->source.path, true);
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&pass.vprg, info->pass->source.path, true);
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if (!d3d9_cg_renderchain_init_shader_fvf(&chain->chain, &pass))
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if (!d3d9_cg_renderchain_init_shader_fvf(chain, &pass))
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return false;
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return false;
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shader_pass_vector_list_append(chain->chain.passes, pass);
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shader_pass_vector_list_append(chain->passes, pass);
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return true;
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return true;
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}
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}
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@ -766,7 +770,7 @@ static bool d3d9_cg_renderchain_init(
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chain->chain.frame_count = 0;
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chain->chain.frame_count = 0;
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chain->chain.pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
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chain->chain.pixel_size = (fmt == RETRO_PIXEL_FORMAT_RGB565) ? 2 : 4;
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if (!d3d9_cg_renderchain_create_first_pass(dev, chain, info, fmt))
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if (!d3d9_cg_renderchain_create_first_pass(dev, chain, &chain->chain, info, fmt))
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return false;
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return false;
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if (!d3d9_cg_load_program(chain, &chain->fStock, &chain->vStock, NULL, false))
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if (!d3d9_cg_load_program(chain, &chain->fStock, &chain->vStock, NULL, false))
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return false;
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return false;
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@ -811,37 +815,8 @@ static bool d3d9_cg_renderchain_add_pass(
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if (!d3d9_cg_renderchain_init_shader_fvf(&chain->chain, &pass))
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if (!d3d9_cg_renderchain_init_shader_fvf(&chain->chain, &pass))
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return false;
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return false;
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pass.vertex_buf = (LPDIRECT3DVERTEXBUFFER9)
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return d3d9_renderchain_add_pass(&chain->chain, &pass,
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d3d9_vertex_buffer_new(chain->chain.dev,
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info);
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4 * sizeof(struct D3D9Vertex),
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D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL);
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if (!pass.vertex_buf)
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return false;
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pass.tex = (LPDIRECT3DTEXTURE9)d3d9_texture_new(
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chain->chain.dev,
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NULL,
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info->tex_w,
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info->tex_h,
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1,
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D3DUSAGE_RENDERTARGET,
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chain->chain.passes->data[
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chain->chain.passes->count - 1].info.pass->fbo.fp_fbo
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? D3DFMT_A32B32G32R32F : d3d9_get_argb8888_format(),
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D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL, false);
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if (!pass.tex)
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return false;
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d3d9_set_texture(chain->chain.dev, 0, pass.tex);
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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_texture(chain->chain.dev, 0, NULL);
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shader_pass_vector_list_append(chain->chain.passes, pass);
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return true;
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}
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}
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static bool d3d9_cg_renderchain_add_lut(void *data,
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static bool d3d9_cg_renderchain_add_lut(void *data,
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@ -100,6 +100,48 @@ typedef struct d3d9_renderchain
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struct lut_info_vector_list *luts;
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struct lut_info_vector_list *luts;
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} d3d9_renderchain_t;
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} d3d9_renderchain_t;
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static INLINE bool d3d9_renderchain_add_pass(d3d9_renderchain_t *chain,
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struct shader_pass *pass,
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const struct LinkInfo *info)
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{
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LPDIRECT3DTEXTURE9 tex;
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LPDIRECT3DVERTEXBUFFER9 vertbuf = (LPDIRECT3DVERTEXBUFFER9)
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d3d9_vertex_buffer_new(chain->dev,
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4 * sizeof(struct D3D9Vertex),
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D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, NULL);
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if (!vertbuf)
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return false;
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pass->vertex_buf = vertbuf;
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tex = (LPDIRECT3DTEXTURE9)d3d9_texture_new(
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chain->dev,
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NULL,
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info->tex_w,
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info->tex_h,
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1,
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D3DUSAGE_RENDERTARGET,
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chain->passes->data[
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chain->passes->count - 1].info.pass->fbo.fp_fbo
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? D3DFMT_A32B32G32R32F : d3d9_get_argb8888_format(),
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D3DPOOL_DEFAULT, 0, 0, 0, NULL, NULL, false);
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if (!tex)
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return false;
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pass->tex = tex;
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d3d9_set_texture(chain->dev, 0, pass->tex);
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d3d9_set_sampler_address_u(chain->dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_sampler_address_v(chain->dev, 0, D3DTADDRESS_BORDER);
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d3d9_set_texture(chain->dev, 0, NULL);
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shader_pass_vector_list_append(chain->passes, *pass);
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return true;
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}
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static INLINE bool d3d9_renderchain_add_lut(d3d9_renderchain_t *chain,
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static INLINE bool d3d9_renderchain_add_lut(d3d9_renderchain_t *chain,
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const char *id, const char *path, bool smooth)
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const char *id, const char *path, bool smooth)
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{
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{
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