mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-01 14:58:14 +00:00
Remove the DX9 namespace, for consistency with the other backends
This commit is contained in:
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cdb4124bc1
commit
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16 files changed
+40
-102
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@@ -2,12 +2,10 @@
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#include "Common/GPU/D3D9/D3D9StateCache.h"
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namespace DX9 {
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DirectXState dxstate;
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LPDIRECT3DDEVICE9 pD3Ddevice = nullptr;
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LPDIRECT3DDEVICE9EX pD3DdeviceEx = nullptr;
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LPDIRECT3DDEVICE9 pD3Ddevice9 = nullptr;
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LPDIRECT3DDEVICE9EX pD3DdeviceEx9 = nullptr;
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int DirectXState::state_count = 0;
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@@ -62,6 +60,4 @@ void DirectXState::Restore() {
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texAddressW.restore(); count++;
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}
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} // namespace DX9
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#endif // _MSC_VER
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@@ -4,11 +4,9 @@
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#include "Common/GPU/D3D9/D3D9ShaderCompiler.h"
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namespace DX9 {
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// TODO: Get rid of these somehow.
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extern LPDIRECT3DDEVICE9 pD3Ddevice;
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extern LPDIRECT3DDEVICE9EX pD3DdeviceEx;
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extern LPDIRECT3DDEVICE9 pD3Ddevice9;
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extern LPDIRECT3DDEVICE9EX pD3DdeviceEx9;
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class DirectXState {
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private:
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@@ -44,7 +42,7 @@ private:
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return _value;
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}
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void restore() {
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pD3Ddevice->SetRenderState(cap, _value);
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pD3Ddevice9->SetRenderState(cap, _value);
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}
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};
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@@ -69,7 +67,7 @@ private:
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p1 = old;
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}
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void restore() {
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pD3Ddevice->SetRenderState(_state1, p1);
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pD3Ddevice9->SetRenderState(_state1, p1);
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}
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};
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@@ -94,7 +92,7 @@ private:
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p1 = old;
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}
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void restore() {
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pD3Ddevice->SetSamplerState(0, _state1, p1);
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pD3Ddevice9->SetSamplerState(0, _state1, p1);
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}
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};
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@@ -123,7 +121,7 @@ private:
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p1 = old;
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}
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void restore() {
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pD3Ddevice->SetSamplerState(0, _state1, p1d);
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pD3Ddevice9->SetSamplerState(0, _state1, p1d);
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}
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};
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@@ -141,11 +139,11 @@ private:
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inline void set(DWORD newp1, DWORD newp2) {
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if (p1 != newp1) {
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p1 = newp1;
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pD3Ddevice->SetRenderState(_state1, p1);
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pD3Ddevice9->SetRenderState(_state1, p1);
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}
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if (p2 != newp2) {
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p2 = newp2;
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pD3Ddevice->SetRenderState(_state2, p2);
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pD3Ddevice9->SetRenderState(_state2, p2);
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}
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}
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void force(DWORD newp1, DWORD newp2) {
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@@ -156,8 +154,8 @@ private:
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p2 = old2;
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}
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void restore() {
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pD3Ddevice->SetRenderState(_state1, p1);
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pD3Ddevice->SetRenderState(_state2, p2);
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pD3Ddevice9->SetRenderState(_state1, p1);
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pD3Ddevice9->SetRenderState(_state2, p2);
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}
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};
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@@ -177,15 +175,15 @@ private:
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inline void set(DWORD newp1, DWORD newp2, DWORD newp3) {
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if (p1 != newp1) {
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p1 = newp1;
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pD3Ddevice->SetRenderState(_state1, p1);
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pD3Ddevice9->SetRenderState(_state1, p1);
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}
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if (p2 != newp2) {
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p2 = newp2;
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pD3Ddevice->SetRenderState(_state2, p2);
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pD3Ddevice9->SetRenderState(_state2, p2);
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}
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if (p3 != newp3) {
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p3 = newp3;
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pD3Ddevice->SetRenderState(_state3, p3);
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pD3Ddevice9->SetRenderState(_state3, p3);
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}
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}
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void force(DWORD newp1, DWORD newp2, DWORD newp3) {
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@@ -198,9 +196,9 @@ private:
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p3 = old3;
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}
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void restore() {
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pD3Ddevice->SetRenderState(_state1, p1);
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pD3Ddevice->SetRenderState(_state2, p2);
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pD3Ddevice->SetRenderState(_state3, p3);
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pD3Ddevice9->SetRenderState(_state1, p1);
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pD3Ddevice9->SetRenderState(_state2, p2);
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pD3Ddevice9->SetRenderState(_state3, p3);
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}
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};
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@@ -222,19 +220,19 @@ private:
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inline void set(DWORD newp1, DWORD newp2, DWORD newp3, DWORD newp4) {
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if (p1 != newp1) {
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p1 = newp1;
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pD3Ddevice->SetRenderState(_state1, p1);
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pD3Ddevice9->SetRenderState(_state1, p1);
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}
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if (p2 != newp2) {
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p2 = newp2;
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pD3Ddevice->SetRenderState(_state2, p2);
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pD3Ddevice9->SetRenderState(_state2, p2);
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}
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if (p3 != newp3) {
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p3 = newp3;
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pD3Ddevice->SetRenderState(_state3, p3);
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pD3Ddevice9->SetRenderState(_state3, p3);
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}
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if (p4 != newp4) {
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p4 = newp4;
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pD3Ddevice->SetRenderState(_state4, p4);
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pD3Ddevice9->SetRenderState(_state4, p4);
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}
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}
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void force(DWORD newp1, DWORD newp2, DWORD newp3, DWORD newp4) {
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@@ -249,10 +247,10 @@ private:
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p4 = old4;
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}
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void restore() {
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pD3Ddevice->SetRenderState(_state1, p1);
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pD3Ddevice->SetRenderState(_state2, p2);
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pD3Ddevice->SetRenderState(_state3, p3);
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pD3Ddevice->SetRenderState(_state3, p4);
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pD3Ddevice9->SetRenderState(_state1, p1);
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pD3Ddevice9->SetRenderState(_state2, p2);
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pD3Ddevice9->SetRenderState(_state3, p3);
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pD3Ddevice9->SetRenderState(_state3, p4);
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}
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};
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@@ -284,7 +282,7 @@ private:
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c = old;
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}
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inline void restore() {
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pD3Ddevice->SetRenderState(D3DRS_BLENDFACTOR, c);
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pD3Ddevice9->SetRenderState(D3DRS_BLENDFACTOR, c);
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}
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};
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@@ -318,7 +316,7 @@ private:
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}
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inline void restore() {
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pD3Ddevice->SetViewport(&viewport);
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pD3Ddevice9->SetViewport(&viewport);
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}
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};
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@@ -340,7 +338,7 @@ private:
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}
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inline void restore() {
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pD3Ddevice->SetScissorRect(&rect);
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pD3Ddevice9->SetScissorRect(&rect);
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}
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};
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@@ -412,5 +410,3 @@ struct GLExtensions {
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extern GLExtensions gl_extensions;
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void CheckGLExtensions();
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};
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@@ -152,7 +152,6 @@ public:
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D3DCMPFUNC stencilCompareOp;
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void Apply(LPDIRECT3DDEVICE9 device, uint8_t stencilRef, uint8_t stencilWriteMask, uint8_t stencilCompareMask) {
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using namespace DX9;
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dxstate.depthTest.set(depthTestEnabled);
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if (depthTestEnabled) {
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dxstate.depthWrite.set(depthWriteEnabled);
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@@ -174,7 +173,6 @@ public:
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DWORD cullMode; // D3DCULL_*
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void Apply(LPDIRECT3DDEVICE9 device) {
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using namespace DX9;
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dxstate.cullMode.set(cullMode);
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dxstate.scissorTest.enable();
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}
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@@ -188,7 +186,6 @@ public:
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uint32_t colorMask;
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void Apply(LPDIRECT3DDEVICE9 device) {
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using namespace DX9;
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dxstate.blend.set(enabled);
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dxstate.blendFunc.set(srcCol, dstCol, srcAlpha, dstAlpha);
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dxstate.blendEquation.set(eqCol, eqAlpha);
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@@ -202,7 +199,6 @@ public:
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D3DTEXTUREFILTERTYPE magFilt, minFilt, mipFilt;
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void Apply(LPDIRECT3DDEVICE9 device, int index) {
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using namespace DX9;
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dxstate.texAddressU.set(wrapS);
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dxstate.texAddressV.set(wrapT);
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dxstate.texMagFilter.set(magFilt);
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@@ -689,7 +685,7 @@ D3D9Context::D3D9Context(IDirect3D9 *d3d, IDirect3D9Ex *d3dEx, int adapterId, ID
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shaderLanguageDesc_.Init(HLSL_D3D9);
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DX9::dxstate.Restore();
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dxstate.Restore();
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}
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D3D9Context::~D3D9Context() {
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@@ -1037,15 +1033,11 @@ void D3D9Context::Clear(int mask, uint32_t colorval, float depthVal, int stencil
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}
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void D3D9Context::SetScissorRect(int left, int top, int width, int height) {
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using namespace DX9;
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dxstate.scissorRect.set(left, top, left + width, top + height);
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dxstate.scissorTest.set(true);
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}
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void D3D9Context::SetViewports(int count, Viewport *viewports) {
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using namespace DX9;
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int x = (int)viewports[0].TopLeftX;
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int y = (int)viewports[0].TopLeftY;
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int w = (int)viewports[0].Width;
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@@ -1058,7 +1050,6 @@ void D3D9Context::SetBlendFactor(float color[4]) {
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uint32_t g = (uint32_t)(color[1] * 255.0f);
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uint32_t b = (uint32_t)(color[2] * 255.0f);
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uint32_t a = (uint32_t)(color[3] * 255.0f);
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using namespace DX9;
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dxstate.blendColor.set(color);
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}
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@@ -1179,7 +1170,6 @@ D3D9Framebuffer::~D3D9Framebuffer() {
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}
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void D3D9Context::BindFramebufferAsRenderTarget(Framebuffer *fbo, const RenderPassInfo &rp, const char *tag) {
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using namespace DX9;
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if (fbo) {
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D3D9Framebuffer *fb = (D3D9Framebuffer *)fbo;
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device_->SetRenderTarget(0, fb->surf);
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@@ -42,8 +42,6 @@
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/GPU_DX9.h"
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namespace DX9 {
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static const D3DPRIMITIVETYPE d3d_prim[8] = {
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// Points, which are expanded to triangles.
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D3DPT_TRIANGLELIST,
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@@ -248,7 +246,7 @@ void DrawEngineDX9::MarkUnreliable(VertexArrayInfoDX9 *vai) {
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}
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void DrawEngineDX9::ClearTrackedVertexArrays() {
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vai_.Iterate([&](uint32_t hash, DX9::VertexArrayInfoDX9 *vai) {
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vai_.Iterate([&](uint32_t hash, VertexArrayInfoDX9 *vai) {
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delete vai;
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});
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vai_.Clear();
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@@ -264,7 +262,7 @@ void DrawEngineDX9::DecimateTrackedVertexArrays() {
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const int threshold = gpuStats.numFlips - VAI_KILL_AGE;
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const int unreliableThreshold = gpuStats.numFlips - VAI_UNRELIABLE_KILL_AGE;
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int unreliableLeft = VAI_UNRELIABLE_KILL_MAX;
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vai_.Iterate([&](uint32_t hash, DX9::VertexArrayInfoDX9 *vai) {
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vai_.Iterate([&](uint32_t hash, VertexArrayInfoDX9 *vai) {
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bool kill;
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if (vai->status == VertexArrayInfoDX9::VAI_UNRELIABLE) {
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// We limit killing unreliable so we don't rehash too often.
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@@ -524,7 +522,7 @@ rotateVBO:
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ApplyDrawState(prim);
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ApplyDrawStateLate();
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DX9::VSShader *vshader = shaderManager_->ApplyShader(true, useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat);
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VSShader *vshader = shaderManager_->ApplyShader(true, useHWTessellation_, lastVType_, decOptions_.expandAllWeightsToFloat);
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IDirect3DVertexDeclaration9 *pHardwareVertexDecl = SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType());
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if (pHardwareVertexDecl) {
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@@ -616,7 +614,7 @@ rotateVBO:
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ApplyDrawStateLate();
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DX9::VSShader *vshader = shaderManager_->ApplyShader(false, false, lastVType_, decOptions_.expandAllWeightsToFloat);
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VSShader *vshader = shaderManager_->ApplyShader(false, false, lastVType_, decOptions_.expandAllWeightsToFloat);
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if (result.action == SW_DRAW_PRIMITIVES) {
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if (result.setStencil) {
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@@ -686,5 +684,3 @@ rotateVBO:
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void TessellationDataTransferDX9::SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) {
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// TODO
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}
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} // namespace
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@@ -30,8 +30,6 @@
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struct DecVtxFormat;
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struct UVScale;
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namespace DX9 {
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class VSShader;
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class ShaderManagerDX9;
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class TextureCacheDX9;
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@@ -175,5 +173,3 @@ private:
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int lastRenderStepId_ = -1;
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};
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} // namespace
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@@ -45,7 +45,7 @@
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#include <emmintrin.h>
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#endif
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namespace DX9 {
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// TODO: De-indent, the day we move all this readback stuff to GPU/Common
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FramebufferManagerDX9::FramebufferManagerDX9(Draw::DrawContext *draw)
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: FramebufferManagerCommon(draw) {
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@@ -396,5 +396,3 @@ namespace DX9 {
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return success;
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}
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} // namespace DX9
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@@ -28,8 +28,6 @@
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#include "GPU/GPUCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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namespace DX9 {
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class TextureCacheDX9;
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class DrawEngineDX9;
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class ShaderManagerDX9;
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@@ -67,5 +65,3 @@ private:
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std::unordered_map<u64, OffscreenSurface> offscreenSurfaces_;
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};
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} // namespace
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@@ -49,8 +49,6 @@
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#include "Core/HLE/sceKernelInterrupt.h"
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#include "Core/HLE/sceGe.h"
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namespace DX9 {
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GPU_DX9::GPU_DX9(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
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: GPUCommon(gfxCtx, draw),
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drawEngine_(draw) {
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@@ -393,5 +391,3 @@ std::string GPU_DX9::DebugGetShaderString(std::string id, DebugShaderType type,
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return shaderManagerDX9_->DebugGetShaderString(id, type, stringType);
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}
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}
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} // namespace DX9
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@@ -26,8 +26,6 @@
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#include "GPU/Common/DepalettizeCommon.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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namespace DX9 {
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class ShaderManagerDX9;
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class LinkedShaderDX9;
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class TextureCacheDX9;
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@@ -80,7 +78,3 @@ private:
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DrawEngineDX9 drawEngine_;
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ShaderManagerDX9 *shaderManagerDX9_;
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};
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} // namespace DX9
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typedef DX9::GPU_DX9 DIRECTX9_GPU;
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@@ -49,8 +49,6 @@
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using namespace Lin;
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namespace DX9 {
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PSShader::PSShader(LPDIRECT3DDEVICE9 device, FShaderID id, const char *code) : id_(id) {
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source_ = code;
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#ifdef SHADERLOG
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@@ -702,5 +700,3 @@ std::string ShaderManagerDX9::DebugGetShaderString(std::string id, DebugShaderTy
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return "N/A";
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}
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}
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} // namespace
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@@ -27,8 +27,6 @@
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#include "GPU/Common/ShaderId.h"
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#include "Common/Math/lin/matrix4x4.h"
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namespace DX9 {
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class PSShader;
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class VSShader;
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@@ -126,5 +124,3 @@ private:
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typedef std::map<VShaderID, VSShader *> VSCache;
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VSCache vsCache_;
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};
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};
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@@ -32,8 +32,6 @@
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#include "GPU/Directx9/TextureCacheDX9.h"
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#include "GPU/Directx9/FramebufferManagerDX9.h"
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namespace DX9 {
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static const D3DBLEND dxBlendFactorLookup[(size_t)BlendFactor::COUNT] = {
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D3DBLEND_ZERO,
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D3DBLEND_ONE,
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@@ -298,5 +296,3 @@ void DrawEngineDX9::ApplyDrawStateLate() {
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// At this point, we know if the vertices are full alpha or not.
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// TODO: Set the nearest/linear here (since we correctly know if alpha/color tests are needed)?
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}
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}
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@@ -51,8 +51,6 @@ D3DFORMAT ToD3D9Format(Draw::DataFormat fmt) {
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}
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}
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namespace DX9 {
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#define INVALID_TEX (LPDIRECT3DTEXTURE9)(-1)
|
||||
|
||||
static const D3DVERTEXELEMENT9 g_FramebufferVertexElements[] = {
|
||||
@@ -443,5 +441,3 @@ bool TextureCacheDX9::GetCurrentTextureDebug(GPUDebugBuffer &buffer, int level)
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
};
|
||||
@@ -26,8 +26,6 @@
|
||||
struct VirtualFramebuffer;
|
||||
class DepalShaderCache;
|
||||
|
||||
namespace DX9 {
|
||||
|
||||
class FramebufferManagerDX9;
|
||||
class ShaderManagerDX9;
|
||||
|
||||
@@ -78,5 +76,3 @@ private:
|
||||
};
|
||||
|
||||
D3DFORMAT getClutDestFormat(GEPaletteFormat format);
|
||||
|
||||
};
|
||||
+1
-1
@@ -83,7 +83,7 @@ bool GPU_Init(GraphicsContext *ctx, Draw::DrawContext *draw) {
|
||||
break;
|
||||
case GPUCORE_DIRECTX9:
|
||||
#if PPSSPP_API(D3D9)
|
||||
SetGPU(new DIRECTX9_GPU(ctx, draw));
|
||||
SetGPU(new GPU_DX9(ctx, draw));
|
||||
break;
|
||||
#else
|
||||
return false;
|
||||
|
||||
@@ -160,8 +160,8 @@ bool D3D9Context::Init(HINSTANCE hInst, HWND wnd, std::string *error_message) {
|
||||
}
|
||||
|
||||
device_->BeginScene();
|
||||
DX9::pD3Ddevice = device_;
|
||||
DX9::pD3DdeviceEx = deviceEx_;
|
||||
pD3Ddevice9 = device_;
|
||||
pD3DdeviceEx9 = deviceEx_;
|
||||
|
||||
if (deviceEx_ && IsWin7OrHigher()) {
|
||||
// TODO: This makes it slower?
|
||||
@@ -212,8 +212,8 @@ void D3D9Context::Shutdown() {
|
||||
device_->Release();
|
||||
d3d_->Release();
|
||||
UnloadD3DCompiler();
|
||||
DX9::pD3Ddevice = nullptr;
|
||||
DX9::pD3DdeviceEx = nullptr;
|
||||
pD3Ddevice9 = nullptr;
|
||||
pD3DdeviceEx9 = nullptr;
|
||||
device_ = nullptr;
|
||||
hWnd_ = nullptr;
|
||||
FreeLibrary(hD3D9_);
|
||||
|
||||
Reference in new issue
Block a user