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(D3D) Move renderchain_unbind_all up
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b48d6306df
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@ -1278,6 +1278,31 @@ static void renderchain_blit_to_texture(void *data,
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&d3dlr, frame, width, height, pitch);
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}
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static void renderchain_unbind_all(void *data)
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{
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unsigned i;
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renderchain_t *chain = (renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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/* Have to be a bit anal about it.
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* Render targets hate it when they have filters apparently.
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*/
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for (i = 0; i < chain->bound_tex.size(); i++)
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{
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d3d_set_sampler_minfilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
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d3d_set_sampler_magfilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
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d3d_set_texture(d3dr, chain->bound_tex[i], NULL);
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}
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for (i = 0; i < chain->bound_vert.size(); i++)
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d3d_set_stream_source(d3dr, chain->bound_vert[i], 0, 0, 0);
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chain->bound_tex.clear();
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chain->bound_vert.clear();
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}
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static void renderchain_render_pass(void *data, void *pass_data, unsigned pass_index)
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{
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unsigned i;
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@ -1453,30 +1478,3 @@ void renderchain_convert_geometry(
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break;
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}
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}
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static void renderchain_unbind_all(void *data)
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{
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unsigned i;
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renderchain_t *chain = (renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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/* Have to be a bit anal about it.
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* Render targets hate it when they have filters apparently.
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*/
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for (i = 0; i < chain->bound_tex.size(); i++)
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{
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d3d_set_sampler_minfilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
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d3d_set_sampler_magfilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
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d3d_set_texture(d3dr, chain->bound_tex[i], NULL);
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}
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for (i = 0; i < chain->bound_vert.size(); i++)
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d3d_set_stream_source(d3dr, chain->bound_vert[i], 0, 0, 0);
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chain->bound_tex.clear();
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chain->bound_vert.clear();
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}
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