The Direct3D 9 render is now actually identical to mainline PCem's;
Reverted the win.c changes of earlier today.
This commit is contained in:
@@ -45,18 +45,27 @@ static HWND d3d_hwnd;
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struct CUSTOMVERTEX
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{
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FLOAT x, y, z, rhw; // from the D3DFVF_XYZRHW flag
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DWORD color;
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FLOAT tu, tv;
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};
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static CUSTOMVERTEX d3d_verts[] =
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{
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, 1.0f, 1.0f},
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{ 0.0f, 2048.0f, 1.0f, 1.0f, 0.0f, 1.0f},
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f},
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{ 0.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 1.0f},
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f},
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{2048.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, 1.0f, 1.0f},
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f},
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{2048.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f},
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f},
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{ 0.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 1.0f},
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{ 0.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 0.0f, 0.0f},
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{2048.0f, 0.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 0.0f},
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{2048.0f, 2048.0f, 1.0f, 1.0f, 0xffffff, 1.0f, 1.0f}
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};
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int d3d_init(HWND h)
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@@ -120,6 +129,7 @@ void d3d_close_objects(void)
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void d3d_init_objects(void)
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{
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D3DLOCKED_RECT dr;
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int y;
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RECT r;
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d3ddev->CreateVertexBuffer(6*sizeof(CUSTOMVERTEX),
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@@ -131,17 +141,17 @@ void d3d_init_objects(void)
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d3ddev->CreateTexture(2048, 2048, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &d3dTexture, NULL);
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// r.top = r.left = 0;
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r.top = r.left = 0;
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r.bottom = r.right = 2047;
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if (FAILED(d3dTexture->LockRect(0, &dr, &r, 0)))
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fatal("LockRect failed\n");
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/* for (y = 0; y < 2048; y++)
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for (y = 0; y < 2048; y++)
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{
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uint32_t *p = (uint32_t *)(dr.pBits + (y * dr.Pitch));
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uint32_t *p = (uint32_t *)((uintptr_t)dr.pBits + (y * dr.Pitch));
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memset(p, 0, 2048 * 4);
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} */
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}
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d3dTexture->UnlockRect(0);
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@@ -245,7 +255,7 @@ void d3d_blit_memtoscreen(int x, int y, int y1, int y2, int w, int h)
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fatal("LockRect failed\n");
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for (yy = y1; yy < y2; yy++)
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memcpy((uint32_t *) &(((uint8_t *) dr.pBits)[(yy - y1) * dr.Pitch]), &(((uint32_t *)buffer32->line[yy + y])[x]), w * 4);
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memcpy((void *)((uintptr_t)dr.pBits + ((yy - y1) * dr.Pitch)), &(((uint32_t *)buffer32->line[yy + y])[x]), w * 4);
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video_blit_complete();
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d3dTexture->UnlockRect(0);
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@@ -257,12 +267,20 @@ void d3d_blit_memtoscreen(int x, int y, int y1, int y2, int w, int h)
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d3d_verts[0].tv = d3d_verts[3].tv = d3d_verts[4].tv = 0;//0.5 / 2048.0;
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d3d_verts[1].tu = d3d_verts[4].tu = d3d_verts[5].tu = (float)w / 2048.0;
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d3d_verts[1].tv = d3d_verts[2].tv = d3d_verts[5].tv = (float)h / 2048.0;
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d3d_verts[0].color = d3d_verts[1].color = d3d_verts[2].color =
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d3d_verts[3].color = d3d_verts[4].color = d3d_verts[5].color =
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d3d_verts[6].color = d3d_verts[7].color = d3d_verts[8].color =
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d3d_verts[9].color = d3d_verts[10].color = d3d_verts[11].color = 0xffffff;
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GetClientRect(d3d_hwnd, &r);
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d3d_verts[0].x = d3d_verts[2].x = d3d_verts[3].x = -0.5;
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d3d_verts[0].y = d3d_verts[3].y = d3d_verts[4].y = -0.5;
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d3d_verts[1].x = d3d_verts[4].x = d3d_verts[5].x = (r.right - r.left) - 0.5;
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d3d_verts[1].y = d3d_verts[2].y = d3d_verts[5].y = (r.bottom - r.top) - 0.5;
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d3d_verts[6].x = d3d_verts[8].x = d3d_verts[9].x = (r.right - r.left) - 40.5;
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d3d_verts[6].y = d3d_verts[9].y = d3d_verts[10].y = 8.5;
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d3d_verts[7].x = d3d_verts[10].x = d3d_verts[11].x = (r.right - r.left) - 8.5;
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d3d_verts[7].y = d3d_verts[8].y = d3d_verts[11].y = 14.5;
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if (hr == D3D_OK)
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hr = v_buffer->Lock(0, 0, (void**)&pVoid, 0); // lock the vertex buffer
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@@ -329,7 +347,7 @@ void d3d_blit_memtoscreen_8(int x, int y, int w, int h)
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for (yy = 0; yy < h; yy++)
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{
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p = (uint32_t *) &((((uint8_t *) dr.pBits)[yy * dr.Pitch]));
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uint32_t *p = (uint32_t *)((uintptr_t)dr.pBits + (yy * dr.Pitch));
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if ((y + yy) >= 0 && (y + yy) < buffer->h)
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{
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for (xx = 0; xx < w; xx++)
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@@ -347,12 +365,20 @@ void d3d_blit_memtoscreen_8(int x, int y, int w, int h)
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d3d_verts[0].tv = d3d_verts[3].tv = d3d_verts[4].tv = 0;//0.5 / 2048.0;
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d3d_verts[1].tu = d3d_verts[4].tu = d3d_verts[5].tu = (float)w / 2048.0;
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d3d_verts[1].tv = d3d_verts[2].tv = d3d_verts[5].tv = (float)h / 2048.0;
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d3d_verts[0].color = d3d_verts[1].color = d3d_verts[2].color =
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d3d_verts[3].color = d3d_verts[4].color = d3d_verts[5].color =
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d3d_verts[6].color = d3d_verts[7].color = d3d_verts[8].color =
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d3d_verts[9].color = d3d_verts[10].color = d3d_verts[11].color = 0xffffff;
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GetClientRect(d3d_hwnd, &r);
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d3d_verts[0].x = d3d_verts[2].x = d3d_verts[3].x = -0.5;
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d3d_verts[0].y = d3d_verts[3].y = d3d_verts[4].y = -0.5;
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d3d_verts[1].x = d3d_verts[4].x = d3d_verts[5].x = (r.right - r.left) - 0.5;
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d3d_verts[1].y = d3d_verts[2].y = d3d_verts[5].y = (r.bottom - r.top) - 0.5;
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d3d_verts[6].x = d3d_verts[8].x = d3d_verts[9].x = (r.right - r.left) - 40.5;
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d3d_verts[6].y = d3d_verts[9].y = d3d_verts[10].y = 8.5;
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d3d_verts[7].x = d3d_verts[10].x = d3d_verts[11].x = (r.right - r.left) - 8.5;
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d3d_verts[7].y = d3d_verts[8].y = d3d_verts[11].y = 14.5;
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if (hr == D3D_OK)
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hr = v_buffer->Lock(0, 0, (void**)&pVoid, 0); // lock the vertex buffer
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