mirror of
https://github.com/libretro/RetroArch.git
synced 2026-11-07 08:36:02 -10:00
Each of these is assigned and never read anywhere in the tree, so the work that feeds them is spent for nothing: content_label_len on the thumbnail path data, sink_discarded on the audio state, runahead_save_state_size, task_count and msg_queue_regular_padding_x on the widgets, pipeline_active on the display draw struct, resolution_hd_enable on the D3D8 and D3D9 states, memory_search_initialized on the cheat manager, window_title_len and video_frame_delay_auto_t::frame_time_avg on the video state, and input_dialog_kb_type on the menu state. Where a write captured a strlcpy() or fill_pathname() result the call stays and only the assignment goes. Two of them were holding up more than themselves. gfx_widgets_update_icon_layout() branched on whether icons are loaded solely to pick a padding value, so that conditional computed nothing and is gone with the field. memory_search_initialized sat beside memory_initialized, which is read, leaving two near-identical names for the next reader to tell apart.
444 lines
13 KiB
C
444 lines
13 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2017 - 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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#define CINTERFACE
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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/* For Xbox we will just link statically
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* to Direct3D libraries instead. */
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#if !defined(_XBOX) && defined(HAVE_DYLIB)
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#define HAVE_DYNAMIC_D3D
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#endif
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#ifdef HAVE_DYNAMIC_D3D
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#include <dynamic/dylib.h>
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#endif
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#include <string/stdstring.h>
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#include <retro_timers.h>
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#include "../../verbosity.h"
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#include "d3d9_common.h"
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#ifdef _XBOX
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#include <xgraphics.h>
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#endif
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#include "win32_common.h"
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#define FS_PRESENTINTERVAL(pp) ((pp)->PresentationInterval)
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/* TODO/FIXME - static globals */
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#ifdef HAVE_DYNAMIC_D3D
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static dylib_t g_d3d9_dll;
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static bool d3d9_dylib_initialized = false;
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#endif
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typedef IDirect3D9 *(__stdcall *D3D9Create_t)(UINT);
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static D3D9Create_t D3D9Create;
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void *d3d9_create(void)
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{
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#ifdef _XBOX
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UINT ver = 0;
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#else
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UINT ver = 31;
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#endif
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return D3D9Create(ver);
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}
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bool d3d9_initialize_symbols(enum gfx_ctx_api api)
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{
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#ifdef HAVE_DYNAMIC_D3D
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if (d3d9_dylib_initialized)
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return true;
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#if defined(DEBUG) || defined(_DEBUG)
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if (!(g_d3d9_dll = dylib_load("d3d9d.dll")))
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#endif
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if (!(g_d3d9_dll = dylib_load("d3d9.dll")))
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{
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/* On a system where the D3D9 user-mode runtime is missing, the
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* caller would otherwise see only the generic "Cannot open video
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* driver" message. Surface the real cause here. */
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RARCH_ERR("[D3D9] Failed to load d3d9.dll: %s\n",
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dylib_error() ? dylib_error() : "(no error reported)");
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RARCH_ERR("[D3D9] The DirectX 9 runtime is not present on this "
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"system. Install it or pick a different video driver.\n");
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return false;
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}
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if (!(D3D9Create = (D3D9Create_t)dylib_proc(g_d3d9_dll, "Direct3DCreate9")))
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RARCH_ERR("[D3D9] d3d9.dll does not export Direct3DCreate9: %s\n",
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dylib_error() ? dylib_error() : "(no error reported)");
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#else
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D3D9Create = Direct3DCreate9;
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#endif
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if (!D3D9Create)
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{
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d3d9_deinitialize_symbols();
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return false;
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}
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#ifdef HAVE_DYNAMIC_D3D
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d3d9_dylib_initialized = true;
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#endif
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return true;
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}
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void d3d9_deinitialize_symbols(void)
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{
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#ifdef HAVE_DYNAMIC_D3D
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if (g_d3d9_dll)
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dylib_close(g_d3d9_dll);
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g_d3d9_dll = NULL;
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d3d9_dylib_initialized = false;
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#endif
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}
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static bool d3d9_create_device_internal(
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void *data,
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D3DPRESENT_PARAMETERS *d3dpp,
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void *_d3d,
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HWND focus_window,
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unsigned cur_mon_id,
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DWORD behavior_flags)
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{
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LPDIRECT3D9 d3d = (LPDIRECT3D9)_d3d;
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LPDIRECT3DDEVICE9 dev = (LPDIRECT3DDEVICE9)data;
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return (dev &&
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SUCCEEDED(IDirect3D9_CreateDevice(d3d,
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cur_mon_id,
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D3DDEVTYPE_HAL,
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focus_window,
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behavior_flags,
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d3dpp,
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(IDirect3DDevice9**)dev)));
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}
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bool d3d9_create_device(void *dev,
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void *d3dpp,
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void *d3d,
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HWND focus_window,
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unsigned cur_mon_id)
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{
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int retries;
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for (retries = 0; retries < 10; retries++)
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{
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if (d3d9_create_device_internal(dev,
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(D3DPRESENT_PARAMETERS*)d3dpp,
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d3d,
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focus_window,
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cur_mon_id,
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D3DCREATE_HARDWARE_VERTEXPROCESSING))
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goto success;
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if (d3d9_create_device_internal(
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dev,
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(D3DPRESENT_PARAMETERS*)d3dpp, d3d, focus_window,
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cur_mon_id,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING))
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goto success;
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if (retries == 0)
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RARCH_WARN("[D3D9] Device creation failed, retrying...\n");
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retro_sleep(3000);
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}
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RARCH_ERR("[D3D9] Could not create device after %d retries.\n", retries);
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return false;
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success:
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if (retries > 0)
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RARCH_LOG("[D3D9] Device created successfully after %d retries.\n",
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retries);
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return true;
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}
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bool d3d9_reset(void *data, void *d3dpp)
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{
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LPDIRECT3DDEVICE9 dev = (LPDIRECT3DDEVICE9)data;
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if (dev)
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{
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const char *err = NULL;
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if (IDirect3DDevice9_Reset(dev, (D3DPRESENT_PARAMETERS*)d3dpp) == D3D_OK)
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return true;
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#ifndef _XBOX
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RARCH_WARN("[D3D] Attempting to recover from dead state...\n");
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/* Try to recreate the device completely. */
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switch (IDirect3DDevice9_TestCooperativeLevel(dev))
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{
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case D3DERR_DEVICELOST:
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err = "DEVICELOST";
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break;
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case D3DERR_DEVICENOTRESET:
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err = "DEVICENOTRESET";
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break;
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case D3DERR_DRIVERINTERNALERROR:
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err = "DRIVERINTERNALERROR";
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break;
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default:
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err = "Unknown";
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}
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RARCH_WARN("[D3D] Recovering from dead state: (%s).\n", err);
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#endif
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}
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return false;
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}
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#ifdef _XBOX
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static bool d3d9_is_windowed_enable(bool info_fullscreen)
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{
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return false;
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}
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static D3DFORMAT d3d9_get_color_format_backbuffer(bool rgb32)
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{
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if (rgb32)
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return D3DFMT_X8R8G8B8;
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return D3D9_RGB565_FORMAT;
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}
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static void d3d9_get_video_size(d3d9_video_t *d3d,
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unsigned *width, unsigned *height)
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{
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XVIDEO_MODE video_mode;
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XGetVideoMode(&video_mode);
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*width = video_mode.dwDisplayWidth;
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*height = video_mode.dwDisplayHeight;
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if (video_mode.fIsHiDef)
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{
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*width = 1280;
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*height = 720;
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}
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else
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{
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*width = 640;
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*height = 480;
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}
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d3d->widescreen_mode = video_mode.fIsWideScreen;
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}
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static D3DFORMAT d3d9_get_color_format_front_buffer(void)
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{
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return D3DFMT_LE_X8R8G8B8;
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}
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#else
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static bool d3d9_is_windowed_enable(bool info_fullscreen)
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{
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settings_t *settings = config_get_ptr();
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if (!info_fullscreen)
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return true;
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if (settings)
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return settings->bools.video_windowed_fullscreen;
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return false;
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}
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static D3DFORMAT d3d9_get_color_format_backbuffer(
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LPDIRECT3D9 d3d9, bool rgb32, bool windowed)
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{
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if (windowed)
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{
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D3DDISPLAYMODE display_mode;
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if (IDirect3D9_GetAdapterDisplayMode(d3d9, 0, &display_mode))
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return display_mode.Format;
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}
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return D3DFMT_X8R8G8B8;
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}
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#endif
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void d3d9_make_d3dpp(d3d9_video_t *d3d,
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const video_info_t *info, void *_d3dpp)
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{
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D3DPRESENT_PARAMETERS *d3dpp = (D3DPRESENT_PARAMETERS*)_d3dpp;
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#ifdef _XBOX
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/* TODO/FIXME - get rid of global state dependencies. */
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global_t *global = global_get_ptr();
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int gamma_enable = global ?
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global->console.screen.gamma_correction : 0;
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#endif
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bool windowed_enable = d3d9_is_windowed_enable(info->fullscreen);
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memset(d3dpp, 0, sizeof(*d3dpp));
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d3dpp->Windowed = windowed_enable;
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FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_IMMEDIATE;
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if (info->vsync)
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{
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settings_t *settings = config_get_ptr();
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unsigned video_swap_interval = runloop_get_video_swap_interval(
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settings->uints.video_swap_interval);
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switch (video_swap_interval)
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{
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default:
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case 1:
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FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_ONE;
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break;
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case 2:
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FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_TWO;
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break;
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case 3:
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FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_THREE;
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break;
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case 4:
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FS_PRESENTINTERVAL(d3dpp) = D3DPRESENT_INTERVAL_FOUR;
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break;
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}
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}
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d3dpp->SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp->BackBufferCount = 2;
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#ifdef _XBOX
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d3dpp->BackBufferFormat = d3d9_get_color_format_backbuffer(
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info->rgb32);
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d3dpp->FrontBufferFormat = d3d9_get_color_format_front_buffer();
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if (gamma_enable)
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{
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d3dpp->BackBufferFormat = (D3DFORMAT)MAKESRGBFMT(
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d3dpp->BackBufferFormat);
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d3dpp->FrontBufferFormat = (D3DFORMAT)MAKESRGBFMT(
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d3dpp->FrontBufferFormat);
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}
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#else
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d3dpp->BackBufferFormat = d3d9_get_color_format_backbuffer(
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d3d->d3d9, info->rgb32, windowed_enable);
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d3dpp->hDeviceWindow = win32_get_window();
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#endif
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if (!windowed_enable)
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{
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#ifdef _XBOX
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/* Xbox: query the actual display size, publish it to video_st
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* and track it in d3d->vp.full_width/full_height so subsequent
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* read sites can pull from the local field instead of locking
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* video_st. */
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unsigned width = 0;
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unsigned height = 0;
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d3d9_get_video_size(d3d, &width, &height);
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video_driver_set_output_size(width, height);
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d3d->vp.full_width = width;
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d3d->vp.full_height = height;
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d3dpp->BackBufferWidth = width;
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d3dpp->BackBufferHeight = height;
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#else
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/* Non-Xbox: by the time make_d3dpp runs, d3d9_*_init_internal
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* has already published the size and written d3d->vp.
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* full_width/full_height; read from there. */
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d3dpp->BackBufferWidth = d3d->vp.full_width;
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d3dpp->BackBufferHeight = d3d->vp.full_height;
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#endif
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}
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#ifdef _XBOX
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d3dpp->MultiSampleType = D3DMULTISAMPLE_NONE;
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d3dpp->EnableAutoDepthStencil = FALSE;
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if (!d3d->widescreen_mode)
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d3dpp->Flags |= D3DPRESENTFLAG_NO_LETTERBOX;
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d3dpp->MultiSampleQuality = 0;
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#endif
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}
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/* --- GPU-native BCn compressed-texture upload (shared by d3d9cg/d3d9hlsl) --- */
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/* Direct3D 9 samples DXT1/DXT3/DXT5 == BC1/BC2/BC3; nothing above BC3
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* exists in D3D9 (BC7 is a D3D11 format). */
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static D3DFORMAT d3d9_bc_to_d3dfmt(enum texture_gpu_format fmt)
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{
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switch (fmt)
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{
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case TEXTURE_GPU_FORMAT_BC1: return D3DFMT_DXT1;
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case TEXTURE_GPU_FORMAT_BC2: return D3DFMT_DXT3;
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case TEXTURE_GPU_FORMAT_BC3: return D3DFMT_DXT5;
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default: break;
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}
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return D3DFMT_UNKNOWN;
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}
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bool d3d9_supports_texture_format(void *data, enum texture_gpu_format fmt)
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{
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d3d9_video_t *d3d = (d3d9_video_t*)data;
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D3DFORMAT f = d3d9_bc_to_d3dfmt(fmt);
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if (!d3d || !d3d->d3d9 || f == D3DFMT_UNKNOWN)
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return false;
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return SUCCEEDED(IDirect3D9_CheckDeviceFormat(d3d->d3d9,
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D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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0, D3DRTYPE_TEXTURE, f));
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}
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uintptr_t d3d9_load_texture_compressed(void *data,
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const struct texture_compressed *tc, bool threaded,
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enum texture_filter_type filter_type)
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{
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d3d9_video_t *d3d = (d3d9_video_t*)data;
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LPDIRECT3DTEXTURE9 tex = NULL;
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void *_tbuf = NULL;
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D3DFORMAT f;
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unsigned i;
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unsigned block_bytes;
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/* Regular texture loads on this driver marshal to the video thread;
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* the compressed path does not yet, so under threading decline here
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* and let the CPU-decode fallback go through the marshalled path. */
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if (threaded)
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return 0;
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(void)filter_type; /* sampler filtering is a render state in D3D9 */
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if (!d3d || !d3d->dev || !tc || tc->num_mips == 0)
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return 0;
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if ((f = d3d9_bc_to_d3dfmt(tc->format)) == D3DFMT_UNKNOWN)
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return 0;
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block_bytes = (tc->format == TEXTURE_GPU_FORMAT_BC1) ? 8 : 16;
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if (FAILED(IDirect3DDevice9_CreateTexture(d3d->dev,
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tc->mips[0].width, tc->mips[0].height, tc->num_mips,
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0, f, D3DPOOL_MANAGED,
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(struct IDirect3DTexture9**)&_tbuf, NULL)))
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return 0;
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tex = (LPDIRECT3DTEXTURE9)_tbuf;
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for (i = 0; i < tc->num_mips; i++)
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{
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D3DLOCKED_RECT lr;
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if (SUCCEEDED(IDirect3DTexture9_LockRect(tex, i, &lr, NULL, 0)))
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{
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unsigned blocks_w = (tc->mips[i].width + 3) >> 2;
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unsigned blocks_h = (tc->mips[i].height + 3) >> 2;
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unsigned row_bytes = blocks_w * block_bytes;
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const uint8_t *src = (const uint8_t*)tc->mips[i].data;
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uint8_t *dst = (uint8_t*)lr.pBits;
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unsigned r;
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/* lr.Pitch is the byte size of one row of 4x4 blocks and may be
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* padded, so copy row by row rather than in one shot. */
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for (r = 0; r < blocks_h; r++)
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memcpy(dst + r * lr.Pitch, src + r * row_bytes, row_bytes);
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IDirect3DTexture9_UnlockRect(tex, i);
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}
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}
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return (uintptr_t)tex;
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}
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