static bool xdk_renderchain_render(void *data, const void *frame, unsigned width, unsigned height, unsigned pitch, unsigned rotation) { unsigned i; d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; settings_t *settings = config_get_ptr(); global_t *global = global_get_ptr(); xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data; renderchain_blit_to_texture(chain, frame, width, height, pitch); renderchain_set_vertices(d3d, 1, width, height); d3d_set_texture(d3dr, 0, chain->tex); d3d_set_viewport(chain->dev, &d3d->final_viewport); d3d_set_sampler_minfilter(d3dr, 0, settings->video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d_set_sampler_magfilter(d3dr, 0, settings->video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d_set_vertex_declaration(d3dr, chain->vertex_decl); for (i = 0; i < 4; i++) d3d_set_stream_source(d3dr, i, chain->vertex_buf, 0, sizeof(Vertex)); d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); renderchain_set_mvp(d3d, global->video_data.width, global->video_data.height, d3d->dev_rotation); return true; }
static bool xdk_renderchain_render(void *data, const void *frame, unsigned frame_width, unsigned frame_height, unsigned pitch, unsigned rotation) { unsigned i; unsigned width, height; uint64_t *frame_count = NULL; d3d_video_t *d3d = (d3d_video_t*)data; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; settings_t *settings = config_get_ptr(); xdk_renderchain_t *chain = (xdk_renderchain_t*)d3d->renderchain_data; video_driver_ctl(RARCH_DISPLAY_CTL_GET_FRAME_COUNT, &frame_count); video_driver_get_size(&width, &height); renderchain_blit_to_texture(chain, frame, frame_width, frame_height, pitch); renderchain_set_vertices(d3d, 1, frame_width, frame_height, *frame_count); d3d_set_texture(d3dr, 0, chain->tex); d3d_set_viewports(chain->dev, &d3d->final_viewport); d3d_set_sampler_minfilter(d3dr, 0, settings->video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d_set_sampler_magfilter(d3dr, 0, settings->video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT); d3d_set_vertex_declaration(d3dr, chain->vertex_decl); for (i = 0; i < 4; i++) d3d_set_stream_source(d3dr, i, chain->vertex_buf, 0, sizeof(Vertex)); d3d_draw_primitive(d3dr, D3DPT_TRIANGLESTRIP, 0, 2); renderchain_set_mvp(d3d, width, height, d3d->dev_rotation); return true; }
static void menu_display_d3d_draw(void *data) { #if 0 math_matrix_4x4 *mat = NULL; #endif d3d_video_t *d3d = (d3d_video_t*)video_driver_get_ptr(false); menu_display_ctx_draw_t *draw = (menu_display_ctx_draw_t*)data; if (!d3d || !draw) return; if (!draw->coords->vertex) draw->coords->vertex = menu_display_d3d_get_default_vertices(); if (!draw->coords->tex_coord) draw->coords->tex_coord = menu_display_d3d_get_default_tex_coords(); if (!draw->coords->lut_tex_coord) draw->coords->lut_tex_coord = menu_display_d3d_get_default_tex_coords(); menu_display_d3d_viewport(draw); menu_display_d3d_bind_texture(draw); #if 0 mat = (math_matrix_4x4*)draw->matrix_data; if (!mat) mat = (math_matrix_4x4*) menu_display_d3d_get_default_mvp(); video_shader_driver_set_coords(d3d, draw->coords); video_shader_driver_set_mvp(d3d, mat); #endif d3d_draw_primitive(d3d->dev, (D3DPRIMITIVETYPE) menu_display_prim_to_d3d_enum(draw->prim_type), 0, draw->coords->vertices); }
static bool texture_image_render(d3d_video_t *d3d, struct texture_image *out_img, int x, int y, int w, int h, bool force_fullscreen) { LPDIRECT3DTEXTURE d3dt; LPDIRECT3DVERTEXBUFFER d3dv; void *verts = NULL; float fX = (float)(x); float fY = (float)(y); if (!d3d) return false; d3dt = (LPDIRECT3DTEXTURE)out_img->texture_buf; d3dv = (LPDIRECT3DVERTEXBUFFER)out_img->vertex_buf; if (!d3dt || !d3dv) return false; /* Create the new vertices. */ Vertex newVerts[] = { // x, y, z, color, u ,v {fX, fY, 0.0f, 0, 0, 0}, {fX + w, fY, 0.0f, 0, 1, 0}, {fX + w, fY + h, 0.0f, 0, 1, 1}, {fX, fY + h, 0.0f, 0, 0, 1} }; /* Load the existing vertices */ verts = d3d_vertex_buffer_lock(d3dv); if (!verts) return false; /* Copy the new verts over the old verts */ memcpy(verts, newVerts, sizeof(newVerts)); d3d_vertex_buffer_unlock(d3dv); d3d_enable_blend_func(d3d->dev); d3d_enable_alpha_blend_texture_func(d3d->dev); /* Draw the quad. */ d3d_set_texture(d3d->dev, 0, d3dt); d3d_set_stream_source(d3d->dev, 0, d3dv, 0, sizeof(Vertex)); d3d_set_vertex_shader(d3d->dev, D3DFVF_CUSTOMVERTEX, NULL); if (force_fullscreen) d3d_set_viewport(d3d, w, h, force_fullscreen, false); d3d_draw_primitive(d3d->dev, D3DPT_QUADLIST, 0, 1); return true; }
static void menu_display_d3d_draw( unsigned x, unsigned y, unsigned width, unsigned height, struct gfx_coords *coords, void *matrix_data, uintptr_t texture, enum menu_display_prim_type prim_type ) { D3DVIEWPORT vp = {0}; driver_t *driver = driver_get_ptr(); d3d_video_t *d3d = (d3d_video_t*)video_driver_get_ptr(NULL); math_matrix_4x4 *mat = (math_matrix_4x4*)matrix_data; if (!d3d) return; /* TODO - edge case */ if (height <= 0) height = 1; if (!mat) mat = (math_matrix_4x4*)menu_display_d3d_get_default_mvp(); if (!coords->vertex) coords->vertex = &d3d_vertexes[0]; if (!coords->tex_coord) coords->tex_coord = &d3d_tex_coords[0]; if (!coords->lut_tex_coord) coords->lut_tex_coord = &d3d_tex_coords[0]; vp.X = x; vp.Y = y; vp.Width = width; vp.Height = height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; d3d_set_viewport(d3d->dev, &vp); d3d_set_texture(d3d->dev, 0, (LPDIRECT3DTEXTURE)texture); #if 0 gl->shader->set_coords(coords); gl->shader->set_mvp(driver->video_data, mat); #endif d3d_draw_primitive(d3d->dev, (D3DPRIMITIVETYPE)menu_display_prim_to_d3d_enum(prim_type), 0, coords->vertices); #if 0 gl->coords.color = gl->white_color_ptr; #endif }
static void menu_display_d3d_draw(void *data) { D3DVIEWPORT vp = {0}; math_matrix_4x4 *mat = NULL; d3d_video_t *d3d = d3d_get_ptr(); menu_display_ctx_draw_t *draw = (menu_display_ctx_draw_t*)data; if (!d3d || !draw) return; mat = (math_matrix_4x4*)draw->matrix_data; /* TODO - edge case */ if (draw->height <= 0) draw->height = 1; if (!mat) mat = (math_matrix_4x4*) menu_display_d3d_get_default_mvp(); if (!draw->coords->vertex) draw->coords->vertex = &d3d_vertexes[0]; if (!draw->coords->tex_coord) draw->coords->tex_coord = &d3d_tex_coords[0]; if (!draw->coords->lut_tex_coord) draw->coords->lut_tex_coord = &d3d_tex_coords[0]; vp.X = draw->x; vp.Y = draw->y; vp.Width = draw->width; vp.Height = draw->height; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; d3d_set_viewports(d3d->dev, &vp); d3d_set_texture(d3d->dev, 0, (LPDIRECT3DTEXTURE)draw->texture); #if 0 video_shader_driver_set_coords(d3d, draw->coords); video_shader_driver_set_mvp(d3d, mat); #endif d3d_draw_primitive(d3d->dev, (D3DPRIMITIVETYPE) menu_display_prim_to_d3d_enum(draw->prim_type), 0, draw->coords->vertices); #if 0 gl->coords.color = gl->white_color_ptr; #endif }
static void renderchain_render_pass( cg_renderchain_t *chain, Pass *pass, unsigned pass_index) { unsigned i; if (!chain) return; renderchain_set_shaders(chain, &pass->fPrg, &pass->vPrg); d3d_set_texture(chain->dev, 0, pass->tex); d3d_set_sampler_minfilter(chain->dev, 0, translate_filter(pass->info.pass->filter)); d3d_set_sampler_magfilter(chain->dev, 0, translate_filter(pass->info.pass->filter)); d3d_set_vertex_declaration(chain->dev, pass->vertex_decl); for (i = 0; i < 4; i++) d3d_set_stream_source(chain->dev, i, pass->vertex_buf, 0, sizeof(Vertex)); renderchain_bind_orig(chain, pass); renderchain_bind_prev(chain, pass); renderchain_bind_pass(chain, pass, pass_index); renderchain_bind_luts(chain, pass); renderchain_bind_tracker(chain, pass, pass_index); d3d_draw_primitive(chain->dev, D3DPT_TRIANGLESTRIP, 0, 2); /* So we don't render with linear filter into render targets, * which apparently looked odd (too blurry). */ d3d_set_sampler_minfilter(chain->dev, 0, D3DTEXF_POINT); d3d_set_sampler_magfilter(chain->dev, 0, D3DTEXF_POINT); renderchain_unbind_all(chain); }
static void d3d_overlay_render(d3d_video_t *d3d, overlay_t *overlay) { struct video_viewport vp; unsigned width, height; void *verts; unsigned i; float vert[4][9]; float overlay_width, overlay_height; #ifndef _XBOX1 LPDIRECT3DVERTEXDECLARATION vertex_decl; /* set vertex declaration for overlay. */ D3DVERTEXELEMENT vElems[4] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; #endif if (!d3d) return; if (!overlay || !overlay->tex) return; if (!overlay->vert_buf) { overlay->vert_buf = d3d_vertex_buffer_new( d3d->dev, sizeof(vert), 0, 0, D3DPOOL_MANAGED, NULL); if (!overlay->vert_buf) return; } for (i = 0; i < 4; i++) { vert[i][2] = 0.5f; vert[i][5] = 1.0f; vert[i][6] = 1.0f; vert[i][7] = 1.0f; vert[i][8] = overlay->alpha_mod; } d3d_viewport_info(d3d, &vp); overlay_width = vp.width; overlay_height = vp.height; vert[0][0] = overlay->vert_coords[0] * overlay_width; vert[1][0] = (overlay->vert_coords[0] + overlay->vert_coords[2]) * overlay_width; vert[2][0] = overlay->vert_coords[0] * overlay_width; vert[3][0] = (overlay->vert_coords[0] + overlay->vert_coords[2]) * overlay_width; vert[0][1] = overlay->vert_coords[1] * overlay_height; vert[1][1] = overlay->vert_coords[1] * overlay_height; vert[2][1] = (overlay->vert_coords[1] + overlay->vert_coords[3]) * overlay_height; vert[3][1] = (overlay->vert_coords[1] + overlay->vert_coords[3]) * overlay_height; vert[0][3] = overlay->tex_coords[0]; vert[1][3] = overlay->tex_coords[0] + overlay->tex_coords[2]; vert[2][3] = overlay->tex_coords[0]; vert[3][3] = overlay->tex_coords[0] + overlay->tex_coords[2]; vert[0][4] = overlay->tex_coords[1]; vert[1][4] = overlay->tex_coords[1]; vert[2][4] = overlay->tex_coords[1] + overlay->tex_coords[3]; vert[3][4] = overlay->tex_coords[1] + overlay->tex_coords[3]; /* Align texels and vertices. */ for (i = 0; i < 4; i++) { vert[i][0] -= 0.5f; vert[i][1] += 0.5f; } overlay->vert_buf->Lock(0, sizeof(vert), &verts, 0); memcpy(verts, vert, sizeof(vert)); d3d_vertex_buffer_unlock(overlay->vert_buf); d3d_enable_blend_func(d3d->dev); #ifndef _XBOX1 d3d->dev->CreateVertexDeclaration(vElems, &vertex_decl); d3d_set_vertex_declaration(d3d->dev, vertex_decl); vertex_decl->Release(); #endif d3d_set_stream_source(d3d->dev, 0, overlay->vert_buf, 0, sizeof(*vert)); video_driver_get_size(&width, &height); if (overlay->fullscreen) { D3DVIEWPORT vp_full; vp_full.X = 0; vp_full.Y = 0; vp_full.Width = width; vp_full.Height = height; vp_full.MinZ = 0.0f; vp_full.MaxZ = 1.0f; d3d_set_viewports(d3d->dev, &vp_full); } /* Render overlay. */ d3d_set_texture(d3d->dev, 0, overlay->tex); d3d_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_BORDER); d3d_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_LINEAR); d3d_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_LINEAR); d3d_draw_primitive(d3d->dev, D3DPT_TRIANGLESTRIP, 0, 2); /* Restore previous state. */ d3d_disable_blend_func(d3d->dev); d3d_set_viewports(d3d->dev, &d3d->final_viewport); }
static void menu_display_d3d_draw(void *data, video_frame_info_t *video_info) { unsigned i; video_shader_ctx_mvp_t mvp; math_matrix_4x4 mop, m1, m2; unsigned width, height; d3d_video_t *d3d = video_info ? (d3d_video_t*)video_info->userdata : NULL; menu_display_ctx_draw_t *draw = (menu_display_ctx_draw_t*)data; Vertex * pv = NULL; const float *vertex = NULL; const float *tex_coord = NULL; const float *color = NULL; if (!d3d || !draw || draw->pipeline.id) return; if((d3d->menu_display.offset + draw->coords->vertices ) > (unsigned)d3d->menu_display.size) return; pv = (Vertex*) d3d_vertex_buffer_lock(d3d->menu_display.buffer); if (!pv) return; pv += d3d->menu_display.offset; vertex = draw->coords->vertex; tex_coord = draw->coords->tex_coord; color = draw->coords->color; if (!vertex) vertex = menu_display_d3d_get_default_vertices(); if (!tex_coord) tex_coord = menu_display_d3d_get_default_tex_coords(); for (i = 0; i < draw->coords->vertices; i++) { int colors[4]; colors[0] = *color++ * 0xFF; colors[1] = *color++ * 0xFF; colors[2] = *color++ * 0xFF; colors[3] = *color++ * 0xFF; pv[i].x = *vertex++; pv[i].y = *vertex++; pv[i].z = 0.5f; pv[i].u = *tex_coord++; pv[i].v = *tex_coord++; #ifdef HAVE_D3D8 if ((void*)draw->texture) { D3DSURFACE_DESC desc; if (d3d_texture_get_level_desc((void*)draw->texture, 0, &desc)) { pv[i].u *= desc.Width; pv[i].v *= desc.Height; } } #endif pv[i].color = D3DCOLOR_ARGB( colors[3], /* A */ colors[0], /* R */ colors[1], /* G */ colors[2] /* B */ ); } d3d_vertex_buffer_unlock(d3d->menu_display.buffer); if(!draw->matrix_data) draw->matrix_data = menu_display_d3d_get_default_mvp(video_info); /* ugh */ video_driver_get_size(&width, &height); matrix_4x4_scale(m1, 2.0, 2.0, 0); matrix_4x4_translate(mop, -1.0, -1.0, 0); matrix_4x4_multiply(m2, mop, m1); matrix_4x4_multiply(m1, *((math_matrix_4x4*)draw->matrix_data), m2); matrix_4x4_scale(mop, (draw->width / 2.0) / width, (draw->height / 2.0) / height, 0); matrix_4x4_multiply(m2, mop, m1); matrix_4x4_translate(mop, (draw->x + (draw->width / 2.0)) / width, (draw->y + (draw->height / 2.0)) / height, 0); matrix_4x4_multiply(m1, mop, m2); matrix_4x4_multiply(m2, d3d->mvp_transposed, m1); d3d_matrix_transpose(&m1, &m2); mvp.data = d3d; mvp.matrix = &m1; video_driver_set_mvp(&mvp); menu_display_d3d_bind_texture(draw, (d3d_video_t*)video_info->userdata); d3d_draw_primitive(d3d->dev, menu_display_prim_to_d3d_enum(draw->prim_type), d3d->menu_display.offset, draw->coords->vertices - ((draw->prim_type == MENU_DISPLAY_PRIM_TRIANGLESTRIP) ? 2 : 0)); d3d->menu_display.offset += draw->coords->vertices; }
static void renderchain_render_pass( cg_renderchain_t *chain, Pass *pass, unsigned pass_index) { unsigned i, index; if (!chain) return; renderchain_set_shaders(pass->fPrg, pass->vPrg); d3d_set_texture(chain->dev, 0, pass->tex); d3d_set_sampler_minfilter(chain->dev, 0, d3d_translate_filter(pass->info.pass->filter)); d3d_set_sampler_magfilter(chain->dev, 0, d3d_translate_filter(pass->info.pass->filter)); d3d_set_vertex_declaration(chain->dev, pass->vertex_decl); for (i = 0; i < 4; i++) d3d_set_stream_source(chain->dev, i, pass->vertex_buf, 0, sizeof(Vertex)); /* Set orig texture. */ renderchain_bind_orig(chain, pass); /* Set prev textures. */ renderchain_bind_prev(chain, pass); /* Set lookup textures */ for (i = 0; i < chain->luts.size(); i++) { CGparameter vparam; CGparameter fparam = cgGetNamedParameter( pass->fPrg, chain->luts[i].id); int bound_index = -1; if (fparam) { index = cgGetParameterResourceIndex(fparam); bound_index = index; cg_d3d9_renderchain_add_lut_internal(chain, index, i); } vparam = cgGetNamedParameter(pass->vPrg, chain->luts[i].id); if (vparam) { index = cgGetParameterResourceIndex(vparam); if (index != (unsigned)bound_index) cg_d3d9_renderchain_add_lut_internal(chain, index, i); } } renderchain_bind_pass(chain, pass, pass_index); /* Set state parameters. */ if (chain->state_tracker) { /* Only query uniforms in first pass. */ static struct state_tracker_uniform tracker_info[GFX_MAX_VARIABLES]; static unsigned cnt = 0; if (pass_index == 1) cnt = state_tracker_get_uniform(chain->state_tracker, tracker_info, GFX_MAX_VARIABLES, chain->frame_count); for (i = 0; i < cnt; i++) { CGparameter param_f = cgGetNamedParameter( pass->fPrg, tracker_info[i].id); CGparameter param_v = cgGetNamedParameter( pass->vPrg, tracker_info[i].id); cg_d3d9_set_param_1f(param_f, &tracker_info[i].value); cg_d3d9_set_param_1f(param_v, &tracker_info[i].value); } } d3d_draw_primitive(chain->dev, D3DPT_TRIANGLESTRIP, 0, 2); /* So we don't render with linear filter into render targets, * which apparently looked odd (too blurry). */ d3d_set_sampler_minfilter(chain->dev, 0, D3DTEXF_POINT); d3d_set_sampler_magfilter(chain->dev, 0, D3DTEXF_POINT); renderchain_unbind_all(chain); }
static bool texture_image_render(d3d_video_t *d3d, struct texture_image *out_img, int x, int y, int w, int h, bool force_fullscreen) { void *verts = NULL; LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev; float fX = (float)(x); float fY = (float)(y); if (!d3d) return false; if (!out_img->pixels || !out_img->vertex_buf) return false; /* Create the new vertices. */ Vertex newVerts[] = { // x, y, z, color, u ,v {fX, fY, 0.0f, 0, 0, 0}, {fX + w, fY, 0.0f, 0, 1, 0}, {fX + w, fY + h, 0.0f, 0, 1, 1}, {fX, fY + h, 0.0f, 0, 0, 1} }; /* Load the existing vertices */ verts = d3d_vertex_buffer_lock(out_img->vertex_buf); if (!verts) return false; /* Copy the new verts over the old verts */ memcpy(verts, newVerts, sizeof(newVerts)); d3d_vertex_buffer_unlock(out_img->vertex_buf); d3d_enable_blend_func(d3d->dev); /* Also blend the texture with the set alpha value. */ d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); d3d->dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE); /* Draw the quad. */ d3d_set_texture(d3dr, 0, out_img->texture_buf); d3d_set_stream_source(d3dr, 0, out_img->vertex_buf, 0, sizeof(Vertex)); d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL); if (force_fullscreen) { D3DVIEWPORT vp = {0}; vp.Width = w; vp.Height = h; vp.X = 0; vp.Y = 0; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; d3d_set_viewport(d3dr, &vp); } d3d_draw_primitive(d3dr, D3DPT_QUADLIST, 0, 1); return true; }
static void d3d_overlay_render(d3d_video_t *d3d, overlay_t *overlay) { void *verts; unsigned i; struct overlay_vertex { float x, y, z; float u, v; float r, g, b, a; } vert[4]; float overlay_width, overlay_height; #ifndef _XBOX1 LPDIRECT3DVERTEXDECLARATION vertex_decl; /* set vertex declaration for overlay. */ D3DVERTEXELEMENT vElems[4] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; #endif if (!d3d) return; if (!overlay || !overlay->tex) return; if (!overlay->vert_buf) { overlay->vert_buf = (LPDIRECT3DVERTEXBUFFER)d3d_vertex_buffer_new( d3d->dev, sizeof(vert), 0, 0, D3DPOOL_MANAGED, NULL); if (!overlay->vert_buf) return; } for (i = 0; i < 4; i++) { vert[i].z = 0.5f; vert[i].r = vert[i].g = vert[i].b = 1.0f; vert[i].a = overlay->alpha_mod; } overlay_width = d3d->final_viewport.Width; overlay_height = d3d->final_viewport.Height; vert[0].x = overlay->vert_coords.x * overlay_width; vert[1].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width; vert[2].x = overlay->vert_coords.x * overlay_width; vert[3].x = (overlay->vert_coords.x + overlay->vert_coords.w) * overlay_width; vert[0].y = overlay->vert_coords.y * overlay_height; vert[1].y = overlay->vert_coords.y * overlay_height; vert[2].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height; vert[3].y = (overlay->vert_coords.y + overlay->vert_coords.h) * overlay_height; vert[0].u = overlay->tex_coords.x; vert[1].u = overlay->tex_coords.x + overlay->tex_coords.w; vert[2].u = overlay->tex_coords.x; vert[3].u = overlay->tex_coords.x + overlay->tex_coords.w; vert[0].v = overlay->tex_coords.y; vert[1].v = overlay->tex_coords.y; vert[2].v = overlay->tex_coords.y + overlay->tex_coords.h; vert[3].v = overlay->tex_coords.y + overlay->tex_coords.h; /* Align texels and vertices. */ for (i = 0; i < 4; i++) { vert[i].x -= 0.5f; vert[i].y += 0.5f; } overlay->vert_buf->Lock(0, sizeof(vert), &verts, 0); memcpy(verts, vert, sizeof(vert)); d3d_vertex_buffer_unlock(overlay->vert_buf); d3d_enable_blend_func(d3d->dev); #ifndef _XBOX1 d3d->dev->CreateVertexDeclaration(vElems, &vertex_decl); d3d->dev->SetVertexDeclaration(vertex_decl); vertex_decl->Release(); #endif d3d_set_stream_source(d3d->dev, 0, overlay->vert_buf, 0, sizeof(overlay_vertex)); if (overlay->fullscreen) { /* Set viewport to full window. */ D3DVIEWPORT vp_full = {0}; vp_full.X = 0; vp_full.Y = 0; vp_full.Width = d3d->screen_width; vp_full.Height = d3d->screen_height; vp_full.MinZ = 0.0f; vp_full.MaxZ = 1.0f; d3d_set_viewport(d3d->dev, &vp_full); } /* Render overlay. */ d3d_set_texture(d3d->dev, 0, overlay->tex); d3d_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_BORDER); d3d_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_LINEAR); d3d_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_LINEAR); d3d_draw_primitive(d3d->dev, D3DPT_TRIANGLESTRIP, 0, 2); /* Restore previous state. */ d3d_disable_blend_func(d3d->dev); d3d_set_viewport(d3d->dev, &d3d->final_viewport); }