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(D3D) Go through macro for SetStreamSource
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@ -589,7 +589,7 @@ static void d3d_overlay_render(void *data, overlay_t *overlay)
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vertex_decl->Release();
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#endif
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d3d->dev->SetStreamSource(0, overlay->vert_buf, 0, sizeof(overlay_vertex));
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D3DDevice_SetStreamSources(d3d->dev, 0, overlay->vert_buf, 0, sizeof(overlay_vertex));
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if (overlay->fullscreen)
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{
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@ -77,6 +77,8 @@ class RenderChain;
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d3d->needs_restore = true; \
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}
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#define D3DDevice_CreateVertexBuffers(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, pUnusedSharedHandle) device->CreateVertexBuffer(Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, NULL)
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#define D3DDevice_SetStreamSources(device, streamNumber, pStreamData, OffsetInBytes, Stride) device->SetStreamSource(streamNumber, pStreamData, OffsetInBytes, Stride)
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#endif
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@ -574,7 +574,13 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index)
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d3dr->SetVertexDeclaration(pass.vertex_decl);
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#endif
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for (unsigned i = 0; i < 4; i++)
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d3dr->SetStreamSource(i, pass.vertex_buf, 0, sizeof(Vertex));
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{
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#ifdef _XBOX
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D3DDevice_SetStreamSources(d3dr, i, pass.vertex_buf, 0, sizeof(DrawVerticeFormats));
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#else
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D3DDevice_SetStreamSources(d3dr, i, pass.vertex_buf, 0, sizeof(Vertex));
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#endif
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}
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renderchain_bind_orig(chain, pass);
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renderchain_bind_prev(chain, pass);
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@ -647,7 +653,9 @@ void renderchain_unbind_all(void *data)
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}
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for (unsigned i = 0; i < chain->bound_vert.size(); i++)
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d3dr->SetStreamSource(chain->bound_vert[i], 0, 0, 0);
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{
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D3DDevice_SetStreamSources(d3dr, chain->bound_vert[i], 0, 0, 0);
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}
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chain->bound_tex.clear();
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chain->bound_vert.clear();
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@ -470,7 +470,7 @@ static bool texture_image_render(void *data, struct texture_image *out_img,
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// draw the quad
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d3dr->SetTexture(0, out_img->pixels);
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d3dr->SetStreamSource(0, out_img->vertex_buf, sizeof(DrawVerticeFormats));
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D3DDevice_SetStreamSources(d3dr, 0, out_img->vertex_buf, 0, sizeof(DrawVerticeFormats));
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d3dr->SetVertexShader(D3DFVF_CUSTOMVERTEX);
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if (force_fullscreen)
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@ -663,11 +663,13 @@ static void render_pass(void *data, const void *frame, unsigned width, unsigned
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#if defined(_XBOX1)
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RD3DDevice_SetVertexShader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1);
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IDirect3DDevice8_SetStreamSource(d3dr, 0, d3d->vertex_buf, sizeof(DrawVerticeFormats));
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#elif defined(_XBOX360)
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D3DDevice_SetVertexDeclaration(d3dr, d3d->vertex_decl);
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D3DDevice_SetStreamSource_Inline(d3dr, 0, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats));
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#endif
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for (unsigned i = 0; i < 4; i++)
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{
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D3DDevice_SetStreamSources(d3dr, i, d3d->vertex_buf, 0, sizeof(DrawVerticeFormats));
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}
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D3DDevice_DrawPrimitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2);
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@ -54,6 +54,7 @@
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#define D3DDevice_SetSamplerState_AddressU(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_ADDRESSU, value)
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#define D3DDevice_SetSamplerState_AddressV(device, sampler, value) SetSamplerState_function(device, sampler, D3DTSS_ADDRESSV, value)
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#define D3DDevice_CreateVertexBuffers(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, pUnusedSharedHandle) IDirect3DDevice8_CreateVertexBuffer(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer)
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#define D3DDevice_SetStreamSources(device, streamNumber, pStreamData, OffsetInBytes, Stride) IDirect3DDevice8_SetStreamSource(device, streamNumber, pStreamData, Stride);
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#define D3DLOCK_NOSYSLOCK (0)
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@ -89,6 +90,8 @@
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pendingMask3 = D3DTAG_MASKENCODE(D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant, D3DTAG_START(D3DTAG_FETCHCONSTANTS) + fetchConstant); \
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D3DDevice_SetTexture(device, Stage, pTexture, pendingMask3)
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#define D3DDevice_SetStreamSources(device, streamNumber, pStreamData, OffsetInBytes, Stride) D3DDevice_SetStreamSource_Inline(device, streamNumber, pStreamData, OffsetInBytes, Stride)
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#define D3DDevice_CreateVertexBuffers(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, pUnusedSharedHandle) IDirect3DDevice9_CreateVertexBuffer(device, Length, Usage, UnusedFVF, UnusedPool, ppVertexBuffer, NULL)
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#define RD3DDevice_DrawPrimitive(device, PrimitiveType, StartVertex, PrimitiveCount) D3DDevice_DrawVertices(device, PrimitiveType, StartVertex, D3DVERTEXCOUNT(PrimitiveType, PrimitiveCount))
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#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil, false)
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