D3D9 : Further porting in PixelShader.cpp
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@ -4191,7 +4191,7 @@ static const
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(
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pFunction,
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#ifdef CXBX_USE_D3D9
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PIDirect3DPixelShader9(&(Result.ConvertedHandle)) {$MESSAGE 'fixme'}
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(XTL::IDirect3DPixelShader9**)(&(Result.ConvertedHandle)) //fixme
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#else
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/*out*/&(Result.ConvertedHandle)
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#endif
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@ -4276,13 +4276,13 @@ VOID XTL::DxbxUpdateActivePixelShader() // NOPATCH
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ConvertedPixelShaderHandle = RecompiledPixelShader->ConvertedHandle;
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#ifdef CXBX_USE_D3D9
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g_pD3DDevice.GetPixelShader(/*out*/PIDirect3DPixelShader9(&CurrentPixelShader));
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g_pD3DDevice->GetPixelShader(/*out*/(IDirect3DPixelShader9**)(&CurrentPixelShader));
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#else
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g_pD3DDevice->GetPixelShader(/*out*/&CurrentPixelShader);
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#endif
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if (CurrentPixelShader != ConvertedPixelShaderHandle)
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#ifdef CXBX_USE_D3D9
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g_pD3DDevice->SetPixelShader((IDirect3DPixelShader9)ConvertedPixelShaderHandle);
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g_pD3DDevice->SetPixelShader((IDirect3DPixelShader9*)ConvertedPixelShaderHandle);
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#else
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g_pD3DDevice->SetPixelShader(ConvertedPixelShaderHandle);
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#endif
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@ -4338,7 +4338,7 @@ VOID XTL::DxbxUpdateActivePixelShader() // NOPATCH
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// TODO : Avoid the following setter if it's no different from the previous update (this might speed things up)
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// Set the value locally in this register :
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#ifdef CXBX_USE_D3D9
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g_pD3DDevice.SetPixelShaderConstantF(Register_, PSingle(&fColor), 1);
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g_pD3DDevice->SetPixelShaderConstantF(Register_, (float*)(&fColor), 1);
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#else
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g_pD3DDevice->SetPixelShaderConstant(Register_, &fColor, 1);
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#endif
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@ -4349,7 +4349,7 @@ VOID XTL::DxbxUpdateActivePixelShader() // NOPATCH
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{
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ConvertedPixelShaderHandle = 0;
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#ifdef CXBX_USE_D3D9
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g_pD3DDevice->SetPixelShader((IDirect3DPixelShader9)ConvertedPixelShaderHandle);
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g_pD3DDevice->SetPixelShader((IDirect3DPixelShader9*)ConvertedPixelShaderHandle);
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#else
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g_pD3DDevice->SetPixelShader(ConvertedPixelShaderHandle);
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#endif
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