mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
279 lines
6.6 KiB
C++
279 lines
6.6 KiB
C++
#include "global.h"
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#include "fbo.h"
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#include "thin3d/d3dx9_loader.h"
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namespace DX9 {
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LPDIRECT3DDEVICE9 pD3Ddevice = NULL;
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LPDIRECT3DDEVICE9EX pD3DdeviceEx = NULL;
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LPDIRECT3D9 pD3D = NULL;
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static const char * vscode =
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"struct VS_IN {\n"
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" float4 ObjPos : POSITION;\n"
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" float2 Uv : TEXCOORD0;\n"
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"};"
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"struct VS_OUT {\n"
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" float4 ProjPos : POSITION;\n"
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" float2 Uv : TEXCOORD0;\n"
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"};\n"
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"VS_OUT main( VS_IN In ) {\n"
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" VS_OUT Out;\n"
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" Out.ProjPos = In.ObjPos;\n"
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" Out.Uv = In.Uv;\n"
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" return Out;\n"
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"}\n";
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//--------------------------------------------------------------------------------------
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// Pixel shader
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//--------------------------------------------------------------------------------------
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static const char * pscode =
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"sampler s: register(s0);\n"
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"struct PS_IN {\n"
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" float2 Uv : TEXCOORD0;\n"
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"};\n"
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"float4 main( PS_IN In ) : COLOR {\n"
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" float4 c = tex2D(s, In.Uv);\n"
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" c.a = 1.0f;\n"
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" return c;\n"
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"}\n";
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IDirect3DVertexDeclaration9* pFramebufferVertexDecl = NULL;
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static const D3DVERTEXELEMENT9 VertexElements[] = {
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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};
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IDirect3DVertexDeclaration9* pSoftVertexDecl = NULL;
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static const D3DVERTEXELEMENT9 SoftTransVertexElements[] = {
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{ 0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 16, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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{ 0, 28, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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{ 0, 32, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1 },
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D3DDECL_END()
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};
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LPDIRECT3DVERTEXSHADER9 pFramebufferVertexShader = NULL; // Vertex Shader
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LPDIRECT3DPIXELSHADER9 pFramebufferPixelShader = NULL; // Pixel Shader
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bool CompilePixelShader(const char *code, LPDIRECT3DPIXELSHADER9 *pShader, LPD3DXCONSTANTTABLE *pShaderTable, std::string &errorMessage) {
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ID3DXBuffer* pShaderCode = NULL;
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ID3DXBuffer* pErrorMsg = NULL;
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HRESULT hr = -1;
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// Compile pixel shader.
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hr = dyn_D3DXCompileShader(code,
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(UINT)strlen(code),
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NULL,
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NULL,
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"main",
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"ps_2_0",
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0,
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&pShaderCode,
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&pErrorMsg,
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pShaderTable);
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if (pErrorMsg) {
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errorMessage = (CHAR *)pErrorMsg->GetBufferPointer();
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pErrorMsg->Release();
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} else {
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errorMessage = "";
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}
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if (FAILED(hr)) {
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if (pShaderCode)
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pShaderCode->Release();
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return false;
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}
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// Create pixel shader.
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pD3Ddevice->CreatePixelShader( (DWORD*)pShaderCode->GetBufferPointer(),
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pShader );
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pShaderCode->Release();
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return true;
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}
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bool CompileVertexShader(const char *code, LPDIRECT3DVERTEXSHADER9 *pShader, LPD3DXCONSTANTTABLE *pShaderTable, std::string &errorMessage) {
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ID3DXBuffer* pShaderCode = NULL;
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ID3DXBuffer* pErrorMsg = NULL;
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HRESULT hr = -1;
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// Compile pixel shader.
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hr = dyn_D3DXCompileShader(code,
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(UINT)strlen(code),
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NULL,
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NULL,
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"main",
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"vs_2_0",
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0,
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&pShaderCode,
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&pErrorMsg,
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pShaderTable);
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if (pErrorMsg) {
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errorMessage = (CHAR *)pErrorMsg->GetBufferPointer();
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pErrorMsg->Release();
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} else {
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errorMessage = "";
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}
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if (FAILED(hr)) {
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if (pShaderCode)
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pShaderCode->Release();
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return false;
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}
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// Create pixel shader.
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pD3Ddevice->CreateVertexShader( (DWORD*)pShaderCode->GetBufferPointer(),
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pShader );
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pShaderCode->Release();
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return true;
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}
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void CompileShaders() {
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ID3DXBuffer* pShaderCode = NULL;
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ID3DXBuffer* pErrorMsg = NULL;
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HRESULT hr = -1;
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// Compile vertex shader.
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hr = dyn_D3DXCompileShader(vscode,
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(UINT)strlen(vscode),
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NULL,
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NULL,
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"main",
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"vs_2_0",
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0,
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&pShaderCode,
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&pErrorMsg,
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NULL);
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if (pErrorMsg) {
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OutputDebugStringA((CHAR*)pErrorMsg->GetBufferPointer());
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pErrorMsg->Release();
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}
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if (FAILED(hr)) {
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DebugBreak();
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}
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// Create pixel shader.
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pD3Ddevice->CreateVertexShader( (DWORD*)pShaderCode->GetBufferPointer(),
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&pFramebufferVertexShader );
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pShaderCode->Release();
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if (pErrorMsg) {
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OutputDebugStringA((CHAR*)pErrorMsg->GetBufferPointer());
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pErrorMsg->Release();
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}
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// Compile pixel shader.
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hr = dyn_D3DXCompileShader(pscode,
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(UINT)strlen(pscode),
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NULL,
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NULL,
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"main",
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"ps_2_0",
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0,
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&pShaderCode,
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&pErrorMsg,
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NULL);
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if (pErrorMsg) {
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OutputDebugStringA((CHAR*)pErrorMsg->GetBufferPointer());
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pErrorMsg->Release();
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}
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if (FAILED(hr)) {
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DebugBreak();
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}
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// Create pixel shader.
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pD3Ddevice->CreatePixelShader( (DWORD*)pShaderCode->GetBufferPointer(),
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&pFramebufferPixelShader );
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pShaderCode->Release();
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pD3Ddevice->CreateVertexDeclaration( VertexElements, &pFramebufferVertexDecl );
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pD3Ddevice->SetVertexDeclaration( pFramebufferVertexDecl );
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pD3Ddevice->CreateVertexDeclaration( SoftTransVertexElements, &pSoftVertexDecl );
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}
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void DestroyShaders() {
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if (pFramebufferVertexShader) {
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pFramebufferVertexShader->Release();
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}
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if (pFramebufferPixelShader) {
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pFramebufferPixelShader->Release();
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}
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if (pFramebufferVertexDecl) {
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pFramebufferVertexDecl->Release();
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}
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if (pSoftVertexDecl) {
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pSoftVertexDecl->Release();
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}
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}
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bool useVsync = false;
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// Only used by Headless! TODO: Remove
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void DirectxInit(HWND window) {
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pD3D = Direct3DCreate9( D3D_SDK_VERSION );
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// Set up the structure used to create the D3DDevice. Most parameters are
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// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
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// window, and then set the SwapEffect to "discard", which is the most
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// efficient method of presenting the back buffer to the display. And
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// we request a back buffer format that matches the current desktop display
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// format.
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory(&d3dpp, sizeof(d3dpp));
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// TODO?
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d3dpp.Windowed = TRUE;
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d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3dpp.MultiSampleQuality = 0;
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d3dpp.BackBufferCount = 1;
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d3dpp.EnableAutoDepthStencil = TRUE;
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d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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//d3dpp.PresentationInterval = (useVsync == true)?D3DPRESENT_INTERVAL_ONE:D3DPRESENT_INTERVAL_IMMEDIATE;
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//d3dpp.RingBufferParameters = d3dr;
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HRESULT hr = pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
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D3DCREATE_HARDWARE_VERTEXPROCESSING,
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&d3dpp, &pD3Ddevice);
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if (hr != D3D_OK) {
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// TODO
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}
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#ifdef _XBOX
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pD3Ddevice->SetRingBufferParameters( &d3dr );
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#endif
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CompileShaders();
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fbo_init();
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}
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void BeginFrame() {
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pD3Ddevice->Clear(0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 1.f, 0);
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}
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void EndFrame() {
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}
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void SwapBuffers() {
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pD3Ddevice->Present(NULL, NULL, NULL, NULL);
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}
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};
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