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 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 renderchain_bind_orig(cg_renderchain_t *chain, void *pass_data) { unsigned index; CGparameter param; D3DXVECTOR2 video_size, texture_size; Pass *pass = (Pass*)pass_data; video_size.x = chain->passes[0].last_width; video_size.y = chain->passes[0].last_height; texture_size.x = chain->passes[0].info.tex_w; texture_size.y = chain->passes[0].info.tex_h; set_cg_param(pass->vPrg, "ORIG.video_size", video_size); set_cg_param(pass->fPrg, "ORIG.video_size", video_size); set_cg_param(pass->vPrg, "ORIG.texture_size", texture_size); set_cg_param(pass->fPrg, "ORIG.texture_size", texture_size); param = cgGetNamedParameter(pass->fPrg, "ORIG.texture"); if (param) { index = cgGetParameterResourceIndex(param); d3d_set_texture(chain->dev, index, chain->passes[0].tex); d3d_set_sampler_magfilter(chain->dev, index, d3d_translate_filter(chain->passes[0].info.pass->filter)); d3d_set_sampler_minfilter(chain->dev, index, d3d_translate_filter(chain->passes[0].info.pass->filter)); d3d_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER); chain->bound_tex.push_back(index); } param = cgGetNamedParameter(pass->vPrg, "ORIG.tex_coord"); if (param) { LPDIRECT3DVERTEXBUFFER vert_buf = (LPDIRECT3DVERTEXBUFFER)chain->passes[0].vertex_buf; index = pass->attrib_map[cgGetParameterResourceIndex(param)]; d3d_set_stream_source(chain->dev, index, vert_buf, 0, sizeof(Vertex)); chain->bound_vert.push_back(index); } }
static void renderchain_unbind_all(cg_renderchain_t *chain) { unsigned i; /* Have to be a bit anal about it. * Render targets hate it when they have filters apparently. */ for (i = 0; i < chain->bound_tex.size(); i++) { d3d_set_sampler_minfilter(chain->dev, chain->bound_tex[i], D3DTEXF_POINT); d3d_set_sampler_magfilter(chain->dev, chain->bound_tex[i], D3DTEXF_POINT); d3d_set_texture(chain->dev, chain->bound_tex[i], NULL); } for (i = 0; i < chain->bound_vert.size(); i++) d3d_set_stream_source(chain->dev, chain->bound_vert[i], 0, 0, 0); chain->bound_tex.clear(); chain->bound_vert.clear(); }
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 renderchain_bind_pass(cg_renderchain_t *chain, Pass *pass, unsigned pass_index) { unsigned i, index; /* We only bother binding passes which are two indices behind. */ if (pass_index < 3) return; for (i = 1; i < pass_index - 1; i++) { CGparameter param; D3DXVECTOR2 video_size, texture_size; char pass_base[64] = {0}; char attr_texture[64] = {0}; char attr_input_size[64] = {0}; char attr_tex_size[64] = {0}; char attr_coord[64] = {0}; snprintf(pass_base, sizeof(pass_base), "PASS%u", i); snprintf(attr_texture, sizeof(attr_texture), "%s.texture", pass_base); snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", pass_base); snprintf(attr_tex_size, sizeof(attr_tex_size), "%s.texture_size", pass_base); snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", pass_base); video_size.x = chain->passes[i].last_width; video_size.y = chain->passes[i].last_height; texture_size.x = chain->passes[i].info.tex_w; texture_size.y = chain->passes[i].info.tex_h; set_cg_param(pass->vPrg, attr_input_size, video_size); set_cg_param(pass->fPrg, attr_input_size, video_size); set_cg_param(pass->vPrg, attr_tex_size, texture_size); set_cg_param(pass->fPrg, attr_tex_size, texture_size); param = cgGetNamedParameter(pass->fPrg, attr_texture); if (param) { index = cgGetParameterResourceIndex(param); chain->bound_tex.push_back(index); d3d_set_texture(chain->dev, index, chain->passes[i].tex); d3d_set_sampler_magfilter(chain->dev, index, d3d_translate_filter(chain->passes[i].info.pass->filter)); d3d_set_sampler_minfilter(chain->dev, index, d3d_translate_filter(chain->passes[i].info.pass->filter)); d3d_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER); } param = cgGetNamedParameter(pass->vPrg, attr_coord); if (param) { index = pass->attrib_map[cgGetParameterResourceIndex(param)]; d3d_set_stream_source(chain->dev, index, chain->passes[i].vertex_buf, 0, sizeof(Vertex)); chain->bound_vert.push_back(index); } } }
static void renderchain_bind_prev(void *data, void *pass_data) { unsigned i, index; D3DXVECTOR2 texture_size; char attr_texture[64] = {0}; char attr_input_size[64] = {0}; char attr_tex_size[64] = {0}; char attr_coord[64] = {0}; cg_renderchain_t *chain = (cg_renderchain_t*)data; Pass *pass = (Pass*)pass_data; static const char *prev_names[] = { "PREV", "PREV1", "PREV2", "PREV3", "PREV4", "PREV5", "PREV6", }; texture_size.x = chain->passes[0].info.tex_w; texture_size.y = chain->passes[0].info.tex_h; for (i = 0; i < TEXTURES - 1; i++) { CGparameter param; D3DXVECTOR2 video_size; snprintf(attr_texture, sizeof(attr_texture), "%s.texture", prev_names[i]); snprintf(attr_input_size, sizeof(attr_input_size), "%s.video_size", prev_names[i]); snprintf(attr_tex_size, sizeof(attr_tex_size), "%s.texture_size", prev_names[i]); snprintf(attr_coord, sizeof(attr_coord), "%s.tex_coord", prev_names[i]); video_size.x = chain->prev.last_width[(chain->prev.ptr - (i + 1)) & TEXTURESMASK]; video_size.y = chain->prev.last_height[(chain->prev.ptr - (i + 1)) & TEXTURESMASK]; set_cg_param(pass->vPrg, attr_input_size, video_size); set_cg_param(pass->fPrg, attr_input_size, video_size); set_cg_param(pass->vPrg, attr_tex_size, texture_size); set_cg_param(pass->fPrg, attr_tex_size, texture_size); param = cgGetNamedParameter(pass->fPrg, attr_texture); if (param) { LPDIRECT3DTEXTURE tex; index = cgGetParameterResourceIndex(param); tex = (LPDIRECT3DTEXTURE) chain->prev.tex[(chain->prev.ptr - (i + 1)) & TEXTURESMASK]; d3d_set_texture(chain->dev, index, tex); chain->bound_tex.push_back(index); d3d_set_sampler_magfilter(chain->dev, index, d3d_translate_filter(chain->passes[0].info.pass->filter)); d3d_set_sampler_minfilter(chain->dev, index, d3d_translate_filter(chain->passes[0].info.pass->filter)); d3d_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER); d3d_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER); } param = cgGetNamedParameter(pass->vPrg, attr_coord); if (param) { LPDIRECT3DVERTEXBUFFER vert_buf = (LPDIRECT3DVERTEXBUFFER) chain->prev.vertex_buf[(chain->prev.ptr - (i + 1)) & TEXTURESMASK]; index = pass->attrib_map[cgGetParameterResourceIndex(param)]; d3d_set_stream_source(chain->dev, index, vert_buf, 0, sizeof(Vertex)); chain->bound_vert.push_back(index); } } }
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); }