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(D3D Wrapper) Rename functions lower-case and create header file
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@ -15,8 +15,9 @@
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*/
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#include "../context/win32_common.h"
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#include "d3d_wrapper.h"
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void D3DDevice_Presents(d3d_video_t *d3d, LPDIRECT3DDEVICE dev)
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void d3d_swap(d3d_video_t *d3d, LPDIRECT3DDEVICE dev)
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{
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#if defined(_XBOX1)
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D3DDevice_Swap(0);
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@ -31,101 +32,126 @@ void D3DDevice_Presents(d3d_video_t *d3d, LPDIRECT3DDEVICE dev)
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#endif
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}
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HRESULT D3DDevice_CreateVertexBuffers(LPDIRECT3DDEVICE dev, unsigned length,
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unsigned usage, unsigned fvf, d3DPOOL pool,
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LPDIRECT3DVERTEXBUFFER** vert_buf, void *handle)
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HRESULT d3d_create_vertex_buffer(LPDIRECT3DDEVICE dev,
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unsigned length, unsigned usage, unsigned fvf,
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d3DPOOL pool, LPDIRECT3DVERTEXBUFFER** vert_buf, void *handle)
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{
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#if defined(_XBOX1)
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IDirect3DDevice8_CreateVertexBuffer(dev, length, usage, fvf, pool,
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vert_buf);
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#elif defined(_XBOX360)
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IDirect3DDevice9_CreateVertexBuffer(dev, length, usage, fvf, pool,
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vert_buf, NULL);
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#else
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dev->CreateVertexBuffer(length, usage, fvf, pool, vert_buf, NULL)
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dev->CreateVertexBuffer(length, usage, fvf, pool, vert_buf, NULL);
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#endif
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}
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void D3DDevice_SetStreamSources(LPDIRECT3DDEVICE dev, unsigned stream_no,
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void d3d_set_stream_source(LPDIRECT3DDEVICE dev, unsigned stream_no,
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LPDIRECT3DVERTEXBUFFER stream_vertbuf, unsigned offset_bytes,
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unsigned stride)
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{
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#if defined(_XBOX1)
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IDirect3DDevice8_SetStreamSource(dev, stream_no, stream_vertbuf, stride);
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#elif defined(_XBOX360)
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D3DDevice_SetStreamSource_Inline(dev, stream_no, stream_vertbuf,
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offset_bytes, stride);
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#else
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dev->SetStreamSource(steam_no, stream_vertbuf, offset_bytes, stride);
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#endif
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}
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void D3DDevice_SetSamplerState_AddressU(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned type)
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void d3d_set_sampler_address_u(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned type, unsigned value)
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{
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#if defined(_XBOX1)
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D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
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D3D__TextureState[sampler][D3DTSS_ADDRESSU] = value;
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#elif defined(_XBOX360)
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D3DDevice_SetSamplerState_AddressU_Inline(dev, sampler, value);
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#else
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dev->SetSamplerState(sampler, D3DSAMP_ADDRESSU, type);
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#endif
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}
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void D3DDevice_SetSamplerState_AddressV(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned type)
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void d3d_set_sampler_address_v(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned type, unsigned value)
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{
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#if defined(_XBOX1)
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D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
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D3D__TextureState[sampler][D3DTSS_ADDRESSV] = value;
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#elif defined(_XBOX360)
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D3DDevice_SetSamplerState_AddressV_Inline(dev, sampler, value);
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#else
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dev->SetSamplerState(sampler, D3DSAMP_ADDRESSV, type);
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#endif
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}
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void D3DDevice_SetSamplerState_MinFilter(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned type)
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void d3d_set_sampler_minfilter(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned type, unsigned value)
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{
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#if defined(_XBOX1)
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D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
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D3D__TextureState[sampler][D3DTSS_MINFILTER] = value;
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#elif defined(_XBOX360)
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D3DDevice_SetSamplerState_MinFilter(dev, sampler, value);
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#else
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dev->SetSamplerState(sampler, D3DSAMP_MINFILTER, type)
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dev->SetSamplerState(sampler, D3DSAMP_MINFILTER, type);
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#endif
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}
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void D3DDevice_SetSamplerState_MagFilter(LPDIRECT3DDEVICE dev,
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void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned type)
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{
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#if defined(_XBOX1)
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D3D__DirtyFlags |= (D3DDIRTYFLAG_TEXTURE_STATE_0 << sampler);
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D3D__TextureState[sampler][D3DTSS_MAGFILTER] = value;
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#elif defined(_XBOX360)
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D3DDevice_SetSamplerState_MagFilter(dev, sampler, value);
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#else
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dev->SetSamplerState(sampler, D3DSAMP_MAGFILTER, type)
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dev->SetSamplerState(sampler, D3DSAMP_MAGFILTER, type);
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#endif
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}
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void D3DDevice_DrawPrimitive(LPDIRECT3DDEVICE dev,
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void d3d_draw_primitive(LPDIRECT3DDEVICE dev,
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unsigned type, unsigned start, unsigned count)
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{
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#if defined(_XBOX1)
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D3DDevice_DrawVertices(type, start, D3DVERTEXCOUNT(type, count));
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#elif defined(_XBOX360)
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D3DDevice_DrawVertices(dev, type, start, D3DVERTEXCOUNT(type, count));
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#else
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if (SUCCEEDED(dev->BeginScene()))
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{
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dev->DrawPrimitive(type, start, count);
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dev->EndScene();
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}
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#endif
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}
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void D3DDevice_LockRectClear(unsigned pass, LPDIRECT3DTEXTURE tex,
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void d3d_lockrectangle_clear(LPDIRECT3DTEXTURE tex,
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unsigned tex_width, unsigned tex_height,
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unsigned level, D3DLOCKED_RECT lock_rect, RECT rect,
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unsigned flags)
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{
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#if defined(_XBOX1)
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#elif defined(_XBOX360)
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#if defined(_XBOX)
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D3DTexture_LockRect(tex, level, &lockedrect, rect, flags);
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memset(lockedrect.pBits, 0, tex_height * lockedrect.Pitch)
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#else
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if (SUCCEEDED(tex->LockRect(level, &lockedrect, rect, flags)))
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{
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memset(lockedrect.pBits, level, pass.info.tex_h * lockedrect.Pitch);
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memset(lockedrect.pBits, level, tex_height * lockedrect.Pitch);
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tex->UnlockRect(0);
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}
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#endif
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}
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void D3DDevice_TextureBlit(d3d_video_t *d3d,
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void d3d_textureblit(d3d_video_t *d3d,
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LPDIRECT3DTEXTURE tex, D3DSURFACE_DESC desc,
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D3DLOCKED_RECT rect, const void *frame,
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unsigned width, unsigned height, unsigned pitch)
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{
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#if defined(_XBOX1)
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#elif defined(_XBOX360)
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#else
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#if 1
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if (SUCCEEDED(tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
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{
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for (unsigned y = 0; y < height; y++)
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57
gfx/d3d9/d3d_wrapper.h
Normal file
57
gfx/d3d9/d3d_wrapper.h
Normal file
@ -0,0 +1,57 @@
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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2014 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _D3D_WRAPPER_H
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#define _D3D_WRAPPER_H
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#include "d3d_defines.h"
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void d3d_swap(d3d_video_t *d3d, LPDIRECT3DDEVICE dev);
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HRESULT d3d_create_vertex_buffer(LPDIRECT3DDEVICE dev,
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unsigned length, unsigned usage, unsigned fvf,
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d3DPOOL pool, LPDIRECT3DVERTEXBUFFER** vert_buf, void *handle);
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void d3d_set_stream_source(LPDIRECT3DDEVICE dev, unsigned stream_no,
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LPDIRECT3DVERTEXBUFFER stream_vertbuf, unsigned offset_bytes,
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unsigned stride);
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void d3d_set_sampler_address_u(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned type, unsigned value);
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void d3d_set_sampler_address_v(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned type, unsigned value);
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void d3d_set_sampler_minfilter(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned type, unsigned value);
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void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev,
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unsigned sampler, unsigned type);
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void d3d_draw_primitive(LPDIRECT3DDEVICE dev,
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unsigned type, unsigned start, unsigned count);
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void d3d_lockrectangle_clear(LPDIRECT3DTEXTURE tex,
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unsigned tex_width, unsigned tex_height,
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unsigned level, D3DLOCKED_RECT lock_rect, RECT rect,
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unsigned flags);
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void d3d_textureblit(d3d_video_t *d3d,
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LPDIRECT3DTEXTURE tex, D3DSURFACE_DESC desc,
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D3DLOCKED_RECT rect, const void *frame,
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unsigned width, unsigned height, unsigned pitch);
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#endif
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