(D3D) Style nits

This commit is contained in:
twinaphex 2015-04-05 15:53:06 +02:00
parent 24cc0b5e4d
commit 975464968f
3 changed files with 59 additions and 55 deletions

View File

@ -328,7 +328,8 @@ void d3d_texture_blit(void *data, unsigned pixel_size,
return;
#ifdef _XBOX
d3d_set_texture(d3d->dev, 0, NULL); // Set the texture to null so D3D don't complain about it being in use...
/* Set the texture to NULL so D3D doesn't complain about it being in use... */
d3d_set_texture(d3d->dev, 0, NULL);
D3DTexture_LockRect(tex, 0, lr, NULL, D3DLOCK_NOSYSLOCK);
#if defined(_XBOX360)
D3DSURFACE_DESC desc;

View File

@ -615,21 +615,21 @@ void renderchain_bind_luts(void *data, void *pass_data)
{
CGparameter vparam;
CGparameter fparam = cgGetNamedParameter(pass->fPrg, chain->luts[i].id);
int bound_index = -1;
int bound_index = -1;
if (fparam)
{
index = cgGetParameterResourceIndex(fparam);
bound_index = index;
index = cgGetParameterResourceIndex(fparam);
bound_index = index;
renderchain_add_lut(chain, index, i);
}
vparam = cgGetNamedParameter(pass->vPrg, chain->luts[i].id);
vparam = cgGetNamedParameter(pass->vPrg, chain->luts[i].id);
if (vparam)
{
index = cgGetParameterResourceIndex(vparam);
index = cgGetParameterResourceIndex(vparam);
if (index != (unsigned)bound_index)
renderchain_add_lut(chain, index, i);
}
@ -750,7 +750,7 @@ bool renderchain_init(void *data, const video_info_t *video_info,
#endif
chain->video_info = video_info;
chain->tracker = NULL;
chain->final_viewport = (D3DVIEWPORT*)final_viewport_;
chain->final_viewport = (D3DVIEWPORT*)final_viewport_;
chain->frame_count = 0;
chain->pixel_size = (fmt == RGB565) ? 2 : 4;
@ -812,7 +812,7 @@ void renderchain_set_final_viewport(void *data, const void *viewport_data)
bool renderchain_set_pass_size(void *data, unsigned pass_index,
unsigned width, unsigned height)
{
renderchain_t *chain = (renderchain_t*)data;
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = chain->dev;
Pass *pass = (Pass*)&chain->passes[pass_index];
@ -891,7 +891,7 @@ bool renderchain_add_lut(void *data, const char *id,
bool smooth)
{
lut_info info;
renderchain_t *chain = (renderchain_t*)data;
renderchain_t *chain = (renderchain_t*)data;
LPDIRECT3DDEVICE d3dr = chain->dev;
LPDIRECT3DTEXTURE lut = (LPDIRECT3DTEXTURE)
d3d_texture_new(d3dr,
@ -1006,6 +1006,7 @@ bool renderchain_render(void *chain_data, const void *data,
viewport.Height = to_pass->info.tex_h;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
d3d_set_viewport(d3dr, &viewport);
d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);

View File

@ -1,7 +1,7 @@
static void renderchain_set_mvp(void *data, unsigned vp_width,
unsigned vp_height, unsigned rotation)
{
d3d_video_t *d3d = (d3d_video_t*)data;
d3d_video_t *d3d = (d3d_video_t*)data;
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
#if defined(_XBOX360) && defined(HAVE_HLSL)
@ -23,6 +23,7 @@ static void renderchain_set_mvp(void *data, unsigned vp_width,
static void renderchain_clear(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
d3d_texture_free(d3d->tex);
d3d_vertex_buffer_free(d3d->vertex_buf);
@ -112,7 +113,7 @@ static bool renderchain_init(void *data, const video_info_t *info)
LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
global_t *global = global_get_ptr();
chain->pixel_size = info->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
chain->pixel_size = info->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
if (!renderchain_create_first_pass(chain, info))
return false;
@ -126,73 +127,74 @@ static bool renderchain_init(void *data, const video_info_t *info)
return true;
}
static void renderchain_set_vertices(void *data, unsigned pass, unsigned width, unsigned height)
static void renderchain_set_vertices(void *data, unsigned pass,
unsigned width, unsigned height)
{
d3d_video_t *d3d = (d3d_video_t*)data;
runloop_t *runloop = rarch_main_get_ptr();
d3d_video_t *d3d = (d3d_video_t*)data;
runloop_t *runloop = rarch_main_get_ptr();
if (d3d->last_width != width || d3d->last_height != height)
{
unsigned i;
void *verts = NULL;
Vertex vert[4];
void *verts = NULL;
d3d->last_width = width;
d3d->last_width = width;
d3d->last_height = height;
Vertex vert[4];
float tex_w = width;
float tex_h = height;
float tex_w = width;
float tex_h = height;
#ifdef _XBOX360
tex_w /= ((float)d3d->tex_w);
tex_h /= ((float)d3d->tex_h);
tex_w /= ((float)d3d->tex_w);
tex_h /= ((float)d3d->tex_h);
#endif
vert[0].x = -1.0f;
vert[1].x = 1.0f;
vert[2].x = -1.0f;
vert[3].x = 1.0f;
vert[0].x = -1.0f;
vert[1].x = 1.0f;
vert[2].x = -1.0f;
vert[3].x = 1.0f;
vert[0].y = -1.0f;
vert[1].y = -1.0f;
vert[2].y = 1.0f;
vert[3].y = 1.0f;
vert[0].y = -1.0f;
vert[1].y = -1.0f;
vert[2].y = 1.0f;
vert[3].y = 1.0f;
#if defined(_XBOX1)
vert[0].z = 1.0f;
vert[1].z = 1.0f;
vert[2].z = 1.0f;
vert[3].z = 1.0f;
vert[0].z = 1.0f;
vert[1].z = 1.0f;
vert[2].z = 1.0f;
vert[3].z = 1.0f;
vert[0].rhw = 0.0f;
vert[1].rhw = tex_w;
vert[2].rhw = 0.0f;
vert[3].rhw = tex_w;
vert[0].rhw = 0.0f;
vert[1].rhw = tex_w;
vert[2].rhw = 0.0f;
vert[3].rhw = tex_w;
vert[0].u = tex_h;
vert[1].u = tex_h;
vert[2].u = 0.0f;
vert[3].u = 0.0f;
vert[0].u = tex_h;
vert[1].u = tex_h;
vert[2].u = 0.0f;
vert[3].u = 0.0f;
vert[0].v = 0.0f;
vert[1].v = 0.0f;
vert[2].v = 0.0f;
vert[3].v = 0.0f;
vert[0].v = 0.0f;
vert[1].v = 0.0f;
vert[2].v = 0.0f;
vert[3].v = 0.0f;
#elif defined(_XBOX360)
vert[0].u = 0.0f;
vert[1].u = tex_w;
vert[2].u = 0.0f;
vert[3].u = tex_w;
vert[0].u = 0.0f;
vert[1].u = tex_w;
vert[2].u = 0.0f;
vert[3].u = tex_w;
vert[0].v = tex_h;
vert[1].v = tex_h;
vert[2].v = 0.0f;
vert[3].v = 0.0f;
vert[0].v = tex_h;
vert[1].v = tex_h;
vert[2].v = 0.0f;
vert[3].v = 0.0f;
#endif
/* Align texels and vertices. */
for (i = 0; i < 4; i++)
{
vert[i].x -= 0.5f / ((float)d3d->tex_w);
vert[i].y += 0.5f / ((float)d3d->tex_h);
vert[i].x -= 0.5f / ((float)d3d->tex_w);
vert[i].y += 0.5f / ((float)d3d->tex_h);
}
verts = d3d_vertex_buffer_lock(d3d->vertex_buf);