From d58a69a9db168f8745241b172308d107d03cea1c Mon Sep 17 00:00:00 2001 From: Luke Usher Date: Tue, 9 Apr 2019 20:14:45 +0100 Subject: [PATCH] Use Xbox definitions --- src/core/hle/D3D8/Direct3D9/Direct3D9.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp b/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp index c81b93288..d69504769 100644 --- a/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp +++ b/src/core/hle/D3D8/Direct3D9/Direct3D9.cpp @@ -8309,34 +8309,34 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_LoadVertexShaderProgram) // Write Position DWORD position = (g_CurrentXboxVertexShaderHandle & X_D3DFVF_POSITION_MASK); - if (position == D3DFVF_XYZRHW) { + if (position == X_D3DFVF_XYZRHW) { pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_POSITION, X_D3DVSDT_FLOAT4); } else { pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_POSITION, X_D3DVSDT_FLOAT3); } // Write Blend Weights - if (position == D3DFVF_XYZB1) { + if (position == X_D3DFVF_XYZB1) { pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_BLENDWEIGHT, X_D3DVSDT_FLOAT1); } - if (position == D3DFVF_XYZB2) { + if (position == X_D3DFVF_XYZB2) { pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_BLENDWEIGHT, X_D3DVSDT_FLOAT2); } - if (position == D3DFVF_XYZB3) { + if (position == X_D3DFVF_XYZB3) { pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_BLENDWEIGHT, X_D3DVSDT_FLOAT3); } - if (position == D3DFVF_XYZB4) { + if (position == X_D3DFVF_XYZB4) { pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_BLENDWEIGHT, X_D3DVSDT_FLOAT4); } // Write Normal, Diffuse, and Specular - if (g_CurrentXboxVertexShaderHandle & D3DFVF_NORMAL) { + if (g_CurrentXboxVertexShaderHandle & X_D3DFVF_NORMAL) { pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_NORMAL, X_D3DVSDT_FLOAT3); } - if (g_CurrentXboxVertexShaderHandle & D3DFVF_DIFFUSE) { + if (g_CurrentXboxVertexShaderHandle & X_D3DFVF_DIFFUSE) { pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_DIFFUSE, X_D3DVSDT_D3DCOLOR); } - if (g_CurrentXboxVertexShaderHandle & D3DFVF_SPECULAR) { + if (g_CurrentXboxVertexShaderHandle & X_D3DFVF_SPECULAR) { pDeclaration[index++] = X_D3DVSD_REG(X_D3DVSDE_SPECULAR, X_D3DVSDT_D3DCOLOR); }