Use d3d wrapper functions more

This commit is contained in:
twinaphex 2015-11-09 15:39:47 +01:00
parent 3a9ee7feae
commit 0bb7f30d6a
5 changed files with 18 additions and 20 deletions

View File

@ -1552,8 +1552,8 @@ static bool d3d_overlay_load(void *data,
return false; return false;
} }
if (SUCCEEDED(overlay->tex->LockRect(0, &d3dlr, if (d3d_lockrectangle(overlay->tex, 0, &d3dlr,
NULL, D3DLOCK_NOSYSLOCK))) NULL, 0, D3DLOCK_NOSYSLOCK))
{ {
uint32_t *dst = (uint32_t*)(d3dlr.pBits); uint32_t *dst = (uint32_t*)(d3dlr.pBits);
const uint32_t *src = images[i].pixels; const uint32_t *src = images[i].pixels;
@ -1561,7 +1561,7 @@ static bool d3d_overlay_load(void *data,
for (y = 0; y < height; y++, dst += pitch, src += width) for (y = 0; y < height; y++, dst += pitch, src += width)
memcpy(dst, src, width << 2); memcpy(dst, src, width << 2);
overlay->tex->UnlockRect(0); d3d_unlock_rectangle(overlay->tex);
} }
overlay->tex_w = width; overlay->tex_w = width;
@ -1916,11 +1916,8 @@ static void d3d_set_menu_texture_frame(void *data,
d3d->menu->alpha_mod = alpha; d3d->menu->alpha_mod = alpha;
#ifdef _XBOX if (d3d_lock_rectangle(d3d->menu->tex, 0, &d3dlr,
d3d->menu->tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK); NULL, 0, D3DLOCK_NOSYSLOCK))
#else
if (SUCCEEDED(d3d->menu->tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
#endif
{ {
unsigned h, w; unsigned h, w;
if (rgb32) if (rgb32)
@ -1958,8 +1955,9 @@ static void d3d_set_menu_texture_frame(void *data,
} }
} }
if (d3d->menu) if (d3d->menu)
d3d->menu->tex->UnlockRect(0); d3d_unlock_rectangle(d3d->menu->tex);
} }
} }

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@ -299,7 +299,7 @@ void d3d_clear(LPDIRECT3DDEVICE dev,
#endif #endif
} }
void d3d_lockrectangle(LPDIRECT3DTEXTURE tex, void d3d_lock_rectangle(LPDIRECT3DTEXTURE tex,
unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect, unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
unsigned rectangle_height, unsigned flags) unsigned rectangle_height, unsigned flags)
{ {
@ -313,14 +313,14 @@ void d3d_lockrectangle(LPDIRECT3DTEXTURE tex,
#endif #endif
} }
void d3d_unlockrectangle_clear(LPDIRECT3DTEXTURE tex) void d3d_unlock_rectangle(LPDIRECT3DTEXTURE tex)
{ {
#ifndef _XBOX #ifndef _XBOX
tex->UnlockRect(0); tex->UnlockRect(0);
#endif #endif
} }
void d3d_lockrectangle_clear(LPDIRECT3DTEXTURE tex, void d3d_lock_rectangle_clear(LPDIRECT3DTEXTURE tex,
unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect, unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
unsigned rectangle_height, unsigned flags) unsigned rectangle_height, unsigned flags)
{ {
@ -328,7 +328,7 @@ void d3d_lockrectangle_clear(LPDIRECT3DTEXTURE tex,
level = 0; level = 0;
#endif #endif
memset(lock_rect->pBits, level, rectangle_height * lock_rect->Pitch); memset(lock_rect->pBits, level, rectangle_height * lock_rect->Pitch);
d3d_unlockrectangle_clear(tex); d3d_unlock_rectangle(tex);
} }
void d3d_set_viewport(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp) void d3d_set_viewport(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp)

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@ -72,15 +72,15 @@ void d3d_clear(LPDIRECT3DDEVICE dev,
unsigned count, const D3DRECT *rects, unsigned flags, unsigned count, const D3DRECT *rects, unsigned flags,
D3DCOLOR color, float z, unsigned stencil); D3DCOLOR color, float z, unsigned stencil);
void d3d_lockrectangle(LPDIRECT3DTEXTURE tex, void d3d_lock_rectangle(LPDIRECT3DTEXTURE tex,
unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect, unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
unsigned rectangle_height, unsigned flags); unsigned rectangle_height, unsigned flags);
void d3d_lockrectangle_clear(LPDIRECT3DTEXTURE tex, void d3d_lock_rectangle_clear(LPDIRECT3DTEXTURE tex,
unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect, unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
unsigned rectangle_height, unsigned flags); unsigned rectangle_height, unsigned flags);
void d3d_unlockrectangle_clear(LPDIRECT3DTEXTURE tex); void d3d_unlock_rectangle(LPDIRECT3DTEXTURE tex);
void d3d_set_texture(LPDIRECT3DDEVICE dev, unsigned sampler, void d3d_set_texture(LPDIRECT3DDEVICE dev, unsigned sampler,
LPDIRECT3DTEXTURE tex); LPDIRECT3DTEXTURE tex);

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@ -1338,9 +1338,9 @@ static void renderchain_blit_to_texture(void *data,
if (first->last_width != width || first->last_height != height) if (first->last_width != width || first->last_height != height)
{ {
d3d_lockrectangle(first->tex, 0, &d3dlr, d3d_lock_rectangle(first->tex, 0, &d3dlr,
NULL, first->info.tex_h, D3DLOCK_NOSYSLOCK); NULL, first->info.tex_h, D3DLOCK_NOSYSLOCK);
d3d_lockrectangle_clear(first->tex, 0, &d3dlr, d3d_lock_rectangle_clear(first->tex, 0, &d3dlr,
NULL, first->info.tex_h, D3DLOCK_NOSYSLOCK); NULL, first->info.tex_h, D3DLOCK_NOSYSLOCK);
} }

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@ -234,9 +234,9 @@ static void renderchain_blit_to_texture(void *data, const void *frame,
if (chain->last_width != width || chain->last_height != height) if (chain->last_width != width || chain->last_height != height)
{ {
d3d_lockrectangle(chain->tex, d3d_lock_rectangle(chain->tex,
0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK); 0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
d3d_lockrectangle_clear(chain->tex, d3d_lock_rectangle_clear(chain->tex,
0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK); 0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
} }