mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-24 16:39:43 +00:00
Fix more warnings
This commit is contained in:
parent
9dd33b9797
commit
028fc18294
@ -84,7 +84,7 @@ void d3d10_init_texture(D3D10Device device, d3d10_texture_t* texture)
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D3D10CreateTexture2D(device, &texture->desc, NULL, &texture->handle);
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{
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D3D10_SHADER_RESOURCE_VIEW_DESC view_desc = {};
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D3D10_SHADER_RESOURCE_VIEW_DESC view_desc = { DXGI_FORMAT_UNKNOWN };
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view_desc.Format = texture->desc.Format;
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view_desc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
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view_desc.Texture2D.MostDetailedMip = 0;
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@ -134,7 +134,7 @@ void d3d10_update_texture(
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texture->dirty = true;
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}
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DXGI_FORMAT
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DXGI_FORMAT
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d3d10_get_closest_match(D3D10Device device,
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DXGI_FORMAT desired_format, UINT desired_format_support)
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{
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@ -148,7 +148,7 @@ d3d10_get_closest_match(D3D10Device device,
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{
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UINT format_support;
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if (SUCCEEDED(D3D10CheckFormatSupport(device, *format, &format_support)) &&
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((format_support & desired_format_support) == desired_format_support))
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((format_support & desired_format_support) == desired_format_support))
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break;
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format++;
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}
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@ -72,7 +72,7 @@ void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture)
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texture->desc.SampleDesc.Quality = 0;
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texture->desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
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texture->desc.CPUAccessFlags =
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texture->desc.Usage == D3D11_USAGE_DYNAMIC ? D3D11_CPU_ACCESS_WRITE : 0;
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texture->desc.Usage == D3D11_USAGE_DYNAMIC ? D3D11_CPU_ACCESS_WRITE : 0;
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if (texture->desc.MiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS)
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{
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@ -95,7 +95,7 @@ void d3d11_init_texture(D3D11Device device, d3d11_texture_t* texture)
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D3D11CreateTexture2D(device, &texture->desc, NULL, &texture->handle);
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC view_desc = {};
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D3D11_SHADER_RESOURCE_VIEW_DESC view_desc = { DXGI_FORMAT_UNKNOWN };
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view_desc.Format = texture->desc.Format;
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view_desc.ViewDimension = D3D_SRV_DIMENSION_TEXTURE2D;
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view_desc.Texture2D.MostDetailedMip = 0;
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@ -149,7 +149,7 @@ void d3d11_update_texture(
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D3D11GenerateMips(ctx, texture->view);
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}
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DXGI_FORMAT
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DXGI_FORMAT
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d3d11_get_closest_match(D3D11Device device, DXGI_FORMAT desired_format, UINT desired_format_support)
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{
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DXGI_FORMAT default_list[] = {desired_format, DXGI_FORMAT_UNKNOWN};
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@ -162,7 +162,7 @@ d3d11_get_closest_match(D3D11Device device, DXGI_FORMAT desired_format, UINT des
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{
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UINT format_support;
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if (SUCCEEDED(D3D11CheckFormatSupport(device, *format, &format_support)) &&
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((format_support & desired_format_support) == desired_format_support))
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((format_support & desired_format_support) == desired_format_support))
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break;
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format++;
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}
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@ -73,7 +73,7 @@ static void d3d10_update_viewport(void* data, bool force_full)
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d3d10->resize_viewport = false;
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}
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static void*
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static void*
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d3d10_gfx_init(const video_info_t* video, const input_driver_t** input, void** input_data)
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{
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WNDCLASSEX wndclass = { 0 };
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@ -158,7 +158,7 @@ d3d10_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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d3d10->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
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d3d10->frame.texture.desc.Format =
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d3d10_get_closest_match_texture2D(d3d10->device, d3d10->format);
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d3d10_get_closest_match_texture2D(d3d10->device, d3d10->format);
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d3d10->frame.texture.desc.Usage = D3D10_USAGE_DEFAULT;
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d3d10->menu.texture.desc.Usage = D3D10_USAGE_DEFAULT;
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@ -179,17 +179,22 @@ d3d10_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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d3d10_gfx_set_rotation(d3d10, 0);
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{
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D3D10_SAMPLER_DESC desc = {};
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unsigned k;
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D3D10_SAMPLER_DESC desc;
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desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
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desc.AddressU = D3D10_TEXTURE_ADDRESS_BORDER;
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desc.AddressV = D3D10_TEXTURE_ADDRESS_BORDER;
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desc.AddressW = D3D10_TEXTURE_ADDRESS_BORDER;
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desc.MipLODBias = 0.0f;
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desc.MaxAnisotropy = 1;
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desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
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desc.MinLOD = -D3D10_FLOAT32_MAX;
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desc.MaxLOD = D3D10_FLOAT32_MAX;
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for (k = 0; k < 4; k++)
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desc.BorderColor[k] = 0.0f;
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D3D10CreateSamplerState(d3d10->device, &desc, &d3d10->sampler_nearest);
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desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
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@ -228,15 +233,15 @@ d3d10_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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static const char stock[] =
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#include "d3d_shaders/opaque_sm5.hlsl.h"
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;
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;
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D3D10_INPUT_ELEMENT_DESC desc[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, position),
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D3D10_INPUT_PER_VERTEX_DATA, 0 },
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D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d10_vertex_t, texcoord),
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D3D10_INPUT_PER_VERTEX_DATA, 0 },
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D3D10_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d10_vertex_t, color),
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D3D10_INPUT_PER_VERTEX_DATA, 0 },
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D3D10_INPUT_PER_VERTEX_DATA, 0 },
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};
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d3d_compile(stock, sizeof(stock), NULL, "VSMain", "vs_4_0", &vs_code);
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@ -340,9 +345,9 @@ static bool d3d10_gfx_frame(
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UINT stride = sizeof(d3d10_vertex_t);
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UINT offset = 0;
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#if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
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if (d3d10->resize_viewport)
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if (d3d10->resize_viewport)
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#endif
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d3d10_update_viewport(d3d10, false);
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d3d10_update_viewport(d3d10, false);
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D3D10SetViewports(d3d10->device, 1, &d3d10->frame.viewport);
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D3D10SetVertexBuffers(d3d10->device, 0, 1, &d3d10->frame.vbo, &stride, &offset);
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@ -488,7 +493,7 @@ static void d3d10_set_menu_texture_frame(
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d3d10_update_texture(width, height, pitch, format, frame, &d3d10->menu.texture);
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d3d10->menu.sampler = config_get_ptr()->bools.menu_linear_filter ? d3d10->sampler_linear
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: d3d10->sampler_nearest;
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: d3d10->sampler_nearest;
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}
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static void d3d10_set_menu_texture_enable(void* data, bool state, bool full_screen)
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{
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@ -84,7 +84,7 @@ static void d3d11_update_viewport(void* data, bool force_full)
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d3d11->frame.viewport.MaxDepth = 1.0f;
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if (d3d11->shader_preset && (d3d11->frame.output_size.x != d3d11->vp.width ||
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d3d11->frame.output_size.y != d3d11->vp.height))
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d3d11->frame.output_size.y != d3d11->vp.height))
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d3d11->resize_render_targets = true;
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d3d11->frame.output_size.x = d3d11->vp.width;
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@ -183,33 +183,33 @@ static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const
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{
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/* Original */
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{ &d3d11->frame.texture[0].view, 0,
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&d3d11->frame.texture[0].size_data, 0,
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&d3d11->pass[i].sampler, 0 },
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&d3d11->frame.texture[0].size_data, 0,
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&d3d11->pass[i].sampler, 0 },
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/* Source */
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{ &source->view, 0,
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&source->size_data, 0,
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&d3d11->pass[i].sampler, 0 },
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&source->size_data, 0,
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&d3d11->pass[i].sampler, 0 },
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/* OriginalHistory */
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{ &d3d11->frame.texture[0].view, sizeof(*d3d11->frame.texture),
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&d3d11->frame.texture[0].size_data, sizeof(*d3d11->frame.texture),
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&d3d11->pass[i].sampler, 0 },
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&d3d11->frame.texture[0].size_data, sizeof(*d3d11->frame.texture),
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&d3d11->pass[i].sampler, 0 },
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/* PassOutput */
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{ &d3d11->pass[0].rt.view, sizeof(*d3d11->pass),
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&d3d11->pass[0].rt.size_data, sizeof(*d3d11->pass),
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&d3d11->pass[i].sampler, 0 },
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&d3d11->pass[0].rt.size_data, sizeof(*d3d11->pass),
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&d3d11->pass[i].sampler, 0 },
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/* PassFeedback */
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{ &d3d11->pass[0].feedback.view, sizeof(*d3d11->pass),
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&d3d11->pass[0].feedback.size_data, sizeof(*d3d11->pass),
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&d3d11->pass[i].sampler, 0 },
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&d3d11->pass[0].feedback.size_data, sizeof(*d3d11->pass),
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&d3d11->pass[i].sampler, 0 },
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/* User */
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{ &d3d11->luts[0].view, sizeof(*d3d11->luts),
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&d3d11->luts[0].size_data, sizeof(*d3d11->luts),
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&d3d11->luts[0].sampler, sizeof(*d3d11->luts) },
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&d3d11->luts[0].size_data, sizeof(*d3d11->luts),
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&d3d11->luts[0].sampler, sizeof(*d3d11->luts) },
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},
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{
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&d3d11->mvp, /* MVP */
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@ -221,16 +221,16 @@ static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const
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/* clang-format on */
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if (!slang_process(
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d3d11->shader_preset, i, RARCH_SHADER_HLSL, 50, &semantics_map,
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&d3d11->pass[i].semantics))
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d3d11->shader_preset, i, RARCH_SHADER_HLSL, 50, &semantics_map,
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&d3d11->pass[i].semantics))
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goto error;
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{
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static const D3D11_INPUT_ELEMENT_DESC desc[] = {
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 1, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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#ifdef DEBUG
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bool save_hlsl = true;
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@ -255,13 +255,13 @@ static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const
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strncpy(ps_path + base_len, ps_ext, sizeof(ps_ext));
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if (!d3d11_init_shader(
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d3d11->device, vs_src, 0, vs_path, "main", NULL, NULL, desc, countof(desc),
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&d3d11->pass[i].shader))
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d3d11->device, vs_src, 0, vs_path, "main", NULL, NULL, desc, countof(desc),
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&d3d11->pass[i].shader))
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save_hlsl = true;
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if (!d3d11_init_shader(
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d3d11->device, ps_src, 0, ps_path, NULL, "main", NULL, NULL, 0,
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&d3d11->pass[i].shader))
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d3d11->device, ps_src, 0, ps_path, NULL, "main", NULL, NULL, 0,
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&d3d11->pass[i].shader))
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save_hlsl = true;
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if (save_hlsl)
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@ -325,7 +325,7 @@ static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const
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image_texture_free(&image);
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d3d11->luts[i].sampler =
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d3d11->samplers[d3d11->shader_preset->lut[i].filter][d3d11->shader_preset->lut[i].wrap];
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d3d11->samplers[d3d11->shader_preset->lut[i].filter][d3d11->shader_preset->lut[i].wrap];
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}
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video_shader_resolve_current_parameters(conf, d3d11->shader_preset);
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@ -399,7 +399,7 @@ static void d3d11_gfx_free(void* data)
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free(d3d11);
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}
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static void*
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static void*
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d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** input_data)
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{
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unsigned i;
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@ -579,52 +579,52 @@ d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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{
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D3D11_INPUT_ELEMENT_DESC desc[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_vertex_t, color),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static const char shader[] =
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#include "d3d_shaders/opaque_sm5.hlsl.h"
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;
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;
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if (!d3d11_init_shader(
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d3d11->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", NULL, desc,
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countof(desc), &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND]))
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d3d11->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", NULL, desc,
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countof(desc), &d3d11->shaders[VIDEO_SHADER_STOCK_BLEND]))
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goto error;
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}
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{
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D3D11_INPUT_ELEMENT_DESC desc[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_sprite_t, pos),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(d3d11_sprite_t, coords),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[0]),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 1, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[1]),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 2, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[2]),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 3, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(d3d11_sprite_t, colors[3]),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "PARAMS", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_sprite_t, params),
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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static const char shader[] =
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#include "d3d_shaders/sprite_sm4.hlsl.h"
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;
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;
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if (!d3d11_init_shader(
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d3d11->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", "GSMain", desc,
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countof(desc), &d3d11->sprites.shader))
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d3d11->device, shader, sizeof(shader), NULL, "VSMain", "PSMain", "GSMain", desc,
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countof(desc), &d3d11->sprites.shader))
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goto error;
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if (!d3d11_init_shader(
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d3d11->device, shader, sizeof(shader), NULL, "VSMain", "PSMainA8", "GSMain", desc,
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countof(desc), &d3d11->sprites.shader_font))
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d3d11->device, shader, sizeof(shader), NULL, "VSMain", "PSMainA8", "GSMain", desc,
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countof(desc), &d3d11->sprites.shader_font))
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goto error;
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}
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@ -635,60 +635,60 @@ d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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static const char ribbon[] =
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#include "d3d_shaders/ribbon_sm4.hlsl.h"
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;
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;
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static const char ribbon_simple[] =
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#include "d3d_shaders/ribbon_simple_sm4.hlsl.h"
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;
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;
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||||
|
||||
if (!d3d11_init_shader(
|
||||
d3d11->device, ribbon, sizeof(ribbon), NULL, "VSMain", "PSMain", NULL, desc,
|
||||
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU]))
|
||||
d3d11->device, ribbon, sizeof(ribbon), NULL, "VSMain", "PSMain", NULL, desc,
|
||||
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU]))
|
||||
goto error;
|
||||
|
||||
if (!d3d11_init_shader(
|
||||
d3d11->device, ribbon_simple, sizeof(ribbon_simple), NULL, "VSMain", "PSMain", NULL,
|
||||
desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_2]))
|
||||
d3d11->device, ribbon_simple, sizeof(ribbon_simple), NULL, "VSMain", "PSMain", NULL,
|
||||
desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_2]))
|
||||
goto error;
|
||||
}
|
||||
|
||||
{
|
||||
D3D11_INPUT_ELEMENT_DESC desc[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, position),
|
||||
D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(d3d11_vertex_t, texcoord),
|
||||
D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
|
||||
static const char simple_snow[] =
|
||||
#include "d3d_shaders/simple_snow_sm4.hlsl.h"
|
||||
;
|
||||
;
|
||||
static const char snow[] =
|
||||
#include "d3d_shaders/snow_sm4.hlsl.h"
|
||||
;
|
||||
;
|
||||
static const char bokeh[] =
|
||||
#include "d3d_shaders/bokeh_sm4.hlsl.h"
|
||||
;
|
||||
;
|
||||
static const char snowflake[] =
|
||||
#include "d3d_shaders/snowflake_sm4.hlsl.h"
|
||||
;
|
||||
;
|
||||
|
||||
if (!d3d11_init_shader(
|
||||
d3d11->device, simple_snow, sizeof(simple_snow), NULL, "VSMain", "PSMain", NULL,
|
||||
desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_3]))
|
||||
d3d11->device, simple_snow, sizeof(simple_snow), NULL, "VSMain", "PSMain", NULL,
|
||||
desc, countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_3]))
|
||||
goto error;
|
||||
if (!d3d11_init_shader(
|
||||
d3d11->device, snow, sizeof(snow), NULL, "VSMain", "PSMain", NULL, desc,
|
||||
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_4]))
|
||||
d3d11->device, snow, sizeof(snow), NULL, "VSMain", "PSMain", NULL, desc,
|
||||
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_4]))
|
||||
goto error;
|
||||
|
||||
if (!d3d11_init_shader(
|
||||
d3d11->device, bokeh, sizeof(bokeh), NULL, "VSMain", "PSMain", NULL, desc,
|
||||
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_5]))
|
||||
d3d11->device, bokeh, sizeof(bokeh), NULL, "VSMain", "PSMain", NULL, desc,
|
||||
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_5]))
|
||||
goto error;
|
||||
|
||||
if (!d3d11_init_shader(
|
||||
d3d11->device, snowflake, sizeof(snowflake), NULL, "VSMain", "PSMain", NULL, desc,
|
||||
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_6]))
|
||||
d3d11->device, snowflake, sizeof(snowflake), NULL, "VSMain", "PSMain", NULL, desc,
|
||||
countof(desc), &d3d11->shaders[VIDEO_SHADER_MENU_6]))
|
||||
goto error;
|
||||
}
|
||||
|
||||
@ -715,7 +715,7 @@ d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
|
||||
D3D11CreateBlendState(d3d11->device, &blend_desc, &d3d11->blend_disable);
|
||||
}
|
||||
{
|
||||
D3D11_RASTERIZER_DESC desc = {};
|
||||
D3D11_RASTERIZER_DESC desc = {(D3D11_FILL_MODE)0};
|
||||
|
||||
desc.FillMode = D3D11_FILL_SOLID;
|
||||
desc.CullMode = D3D11_CULL_NONE;
|
||||
@ -825,7 +825,7 @@ static void d3d11_init_render_targets(d3d11_video_t* d3d11, unsigned width, unsi
|
||||
RARCH_LOG("[D3D11]: Updating framebuffer size %u x %u.\n", width, height);
|
||||
|
||||
if ((i != (d3d11->shader_preset->passes - 1)) || (width != d3d11->vp.width) ||
|
||||
(height != d3d11->vp.height))
|
||||
(height != d3d11->vp.height))
|
||||
{
|
||||
d3d11->pass[i].viewport.Width = width;
|
||||
d3d11->pass[i].viewport.Height = height;
|
||||
@ -908,7 +908,7 @@ static bool d3d11_gfx_frame(
|
||||
#if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
|
||||
if (d3d11->resize_viewport)
|
||||
#endif
|
||||
d3d11_update_viewport(d3d11, false);
|
||||
d3d11_update_viewport(d3d11, false);
|
||||
|
||||
D3D11SetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
|
||||
@ -917,7 +917,7 @@ static bool d3d11_gfx_frame(
|
||||
if (d3d11->shader_preset)
|
||||
{
|
||||
if (d3d11->frame.texture[0].desc.Width != width ||
|
||||
d3d11->frame.texture[0].desc.Height != height)
|
||||
d3d11->frame.texture[0].desc.Height != height)
|
||||
d3d11->resize_render_targets = true;
|
||||
|
||||
if (d3d11->resize_render_targets)
|
||||
@ -946,7 +946,7 @@ static bool d3d11_gfx_frame(
|
||||
|
||||
/* either no history, or we moved a texture of a different size in the front slot */
|
||||
if (d3d11->frame.texture[0].desc.Width != width ||
|
||||
d3d11->frame.texture[0].desc.Height != height)
|
||||
d3d11->frame.texture[0].desc.Height != height)
|
||||
{
|
||||
d3d11->frame.texture[0].desc.Width = width;
|
||||
d3d11->frame.texture[0].desc.Height = height;
|
||||
@ -985,7 +985,7 @@ static bool d3d11_gfx_frame(
|
||||
|
||||
if (d3d11->shader_preset->pass[i].frame_count_mod)
|
||||
d3d11->pass[i].frame_count =
|
||||
frame_count % d3d11->shader_preset->pass[i].frame_count_mod;
|
||||
frame_count % d3d11->shader_preset->pass[i].frame_count_mod;
|
||||
else
|
||||
d3d11->pass[i].frame_count = frame_count;
|
||||
|
||||
@ -1178,7 +1178,7 @@ static void d3d11_set_menu_texture_frame(
|
||||
{
|
||||
d3d11_video_t* d3d11 = (d3d11_video_t*)data;
|
||||
DXGI_FORMAT format =
|
||||
rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : (DXGI_FORMAT)DXGI_FORMAT_EX_A4R4G4B4_UNORM;
|
||||
rgb32 ? DXGI_FORMAT_B8G8R8A8_UNORM : (DXGI_FORMAT)DXGI_FORMAT_EX_A4R4G4B4_UNORM;
|
||||
|
||||
if (d3d11->menu.texture.desc.Width != width || d3d11->menu.texture.desc.Height != height)
|
||||
{
|
||||
@ -1190,9 +1190,9 @@ static void d3d11_set_menu_texture_frame(
|
||||
|
||||
d3d11_update_texture(d3d11->context, width, height, 0, format, frame, &d3d11->menu.texture);
|
||||
d3d11->menu.texture.sampler = d3d11->samplers
|
||||
[config_get_ptr()->bools.menu_linear_filter
|
||||
? RARCH_FILTER_LINEAR
|
||||
: RARCH_FILTER_NEAREST][RARCH_WRAP_DEFAULT];
|
||||
[config_get_ptr()->bools.menu_linear_filter
|
||||
? RARCH_FILTER_LINEAR
|
||||
: RARCH_FILTER_NEAREST][RARCH_WRAP_DEFAULT];
|
||||
}
|
||||
|
||||
static void d3d11_set_menu_texture_enable(void* data, bool state, bool full_screen)
|
||||
|
Loading…
Reference in New Issue
Block a user