diff --git a/gfx/common/d3d10_common.h b/gfx/common/d3d10_common.h index fcc6214b42..383b4b2641 100644 --- a/gfx/common/d3d10_common.h +++ b/gfx/common/d3d10_common.h @@ -217,15 +217,7 @@ typedef struct IDXGIAdapter1 *current_adapter; } d3d10_video_t; - #if !defined(__cplusplus) || defined(CINTERFACE) -static INLINE HRESULT -D3D10MapBuffer(D3D10Buffer buffer, D3D10_MAP map_type, UINT map_flags, void** data) -{ - return buffer->lpVtbl->Map(buffer, map_type, map_flags, data); -} -static INLINE void D3D10UnmapBuffer(D3D10Buffer buffer) { buffer->lpVtbl->Unmap(buffer); } - static INLINE void D3D10SetVertexBuffer( D3D10Device device_context, UINT slot, @@ -236,39 +228,6 @@ static INLINE void D3D10SetVertexBuffer( device_context->lpVtbl->IASetVertexBuffers( device_context, slot, 1, (D3D10Buffer* const)&vertex_buffer, &stride, &offset); } - -static INLINE void D3D10SetPrimitiveTopology(D3D10Device device, D3D10_PRIMITIVE_TOPOLOGY topology) -{ - device->lpVtbl->IASetPrimitiveTopology(device, topology); -} - -static INLINE void D3D10SetRenderTargets( - D3D10Device device, - UINT num_views, - D3D10RenderTargetView* const render_target_views, - D3D10DepthStencilView depth_stencil_view) -{ - device->lpVtbl->OMSetRenderTargets(device, num_views, render_target_views, depth_stencil_view); -} -static INLINE void D3D10SetBlendState( - D3D10Device device, D3D10BlendState blend_state, FLOAT blend_factor[4], UINT sample_mask) -{ - device->lpVtbl->OMSetBlendState(device, blend_state, blend_factor, sample_mask); -} - -static INLINE void D3D10SetScissorRects(D3D10Device device, UINT num_rects, D3D10_RECT* rects) -{ - device->lpVtbl->RSSetScissorRects(device, num_rects, rects); -} - -static INLINE HRESULT D3D10CreateBuffer( - D3D10Device device, - D3D10_BUFFER_DESC* desc, - D3D10_SUBRESOURCE_DATA* initial_data, - D3D10Buffer* buffer) -{ - return device->lpVtbl->CreateBuffer(device, desc, initial_data, buffer); -} /* end of auto-generated */ #endif @@ -319,7 +278,8 @@ d3d10_get_closest_match_texture2D(D3D10Device device, DXGI_FORMAT desired_format { return d3d10_get_closest_match( device, desired_format, - D3D10_FORMAT_SUPPORT_TEXTURE2D | D3D10_FORMAT_SUPPORT_SHADER_SAMPLE); + D3D10_FORMAT_SUPPORT_TEXTURE2D + | D3D10_FORMAT_SUPPORT_SHADER_SAMPLE); } static INLINE void d3d10_set_shader(D3D10Device ctx, d3d10_shader_t* shader) diff --git a/gfx/drivers/d3d10.c b/gfx/drivers/d3d10.c index ede6ee303c..f65ff38ce6 100644 --- a/gfx/drivers/d3d10.c +++ b/gfx/drivers/d3d10.c @@ -72,7 +72,8 @@ static void d3d10_clear_scissor(d3d10_video_t *d3d10, unsigned width, unsigned h scissor_rect.right = width; scissor_rect.bottom = height; - D3D10SetScissorRects(d3d10->device, 1, &scissor_rect); + d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1, + &scissor_rect); } #ifdef HAVE_OVERLAY @@ -94,7 +95,7 @@ d3d10_overlay_vertex_geom(void* data, unsigned index, float x, float y, float w, if (!d3d10) return; - D3D10MapBuffer(d3d10->overlays.vbo, + d3d10->overlays.vbo->lpVtbl->Map(d3d10->overlays.vbo, D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&sprites); if (sprites) @@ -104,7 +105,8 @@ d3d10_overlay_vertex_geom(void* data, unsigned index, float x, float y, float w, sprites[index].pos.w = w; sprites[index].pos.h = h; } - D3D10UnmapBuffer(d3d10->overlays.vbo); + + d3d10->overlays.vbo->lpVtbl->Unmap(d3d10->overlays.vbo); } static void d3d10_overlay_tex_geom(void* data, unsigned index, float u, float v, float w, float h) @@ -115,14 +117,13 @@ static void d3d10_overlay_tex_geom(void* data, unsigned index, float u, float v, if (!d3d10) return; - D3D10MapBuffer( - d3d10->overlays.vbo, + d3d10->overlays.vbo->lpVtbl->Map(d3d10->overlays.vbo, D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&sprites); sprites[index].coords.u = u; sprites[index].coords.v = v; sprites[index].coords.w = w; sprites[index].coords.h = h; - D3D10UnmapBuffer(d3d10->overlays.vbo); + d3d10->overlays.vbo->lpVtbl->Unmap(d3d10->overlays.vbo); } static void d3d10_overlay_set_alpha(void* data, unsigned index, float mod) @@ -133,8 +134,7 @@ static void d3d10_overlay_set_alpha(void* data, unsigned index, float mod) if (!d3d10) return; - D3D10MapBuffer( - d3d10->overlays.vbo, + d3d10->overlays.vbo->lpVtbl->Map(d3d10->overlays.vbo, D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&sprites); if (sprites) @@ -144,7 +144,7 @@ static void d3d10_overlay_set_alpha(void* data, unsigned index, float mod) sprites[index].colors[2] = sprites[index].colors[0]; sprites[index].colors[3] = sprites[index].colors[0]; } - D3D10UnmapBuffer(d3d10->overlays.vbo); + d3d10->overlays.vbo->lpVtbl->Unmap(d3d10->overlays.vbo); } static bool d3d10_overlay_load(void* data, const void* image_data, unsigned num_images) @@ -171,9 +171,9 @@ static bool d3d10_overlay_load(void* data, const void* image_data, unsigned num_ #if 0 desc.StructureByteStride = 0; #endif - D3D10CreateBuffer(d3d10->device, &desc, NULL, &d3d10->overlays.vbo); - - D3D10MapBuffer(d3d10->overlays.vbo, + d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, + NULL, &d3d10->overlays.vbo); + d3d10->overlays.vbo->lpVtbl->Map(d3d10->overlays.vbo, D3D10_MAP_WRITE_DISCARD, 0, (void**)&sprites); for (i = 0; i < (unsigned)num_images; i++) @@ -210,7 +210,7 @@ static bool d3d10_overlay_load(void* data, const void* image_data, unsigned num_ sprites[i].colors[2] = sprites[i].colors[0]; sprites[i].colors[3] = sprites[i].colors[0]; } - D3D10UnmapBuffer(d3d10->overlays.vbo); + d3d10->overlays.vbo->lpVtbl->Unmap(d3d10->overlays.vbo); return true; } @@ -255,7 +255,9 @@ static void d3d10_render_overlay(d3d10_video_t *d3d10) else d3d10->device->lpVtbl->RSSetViewports(d3d10->device, 1, &d3d10->frame.viewport); - D3D10SetBlendState(d3d10->device, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK); + d3d10->device->lpVtbl->OMSetBlendState(d3d10->device, + d3d10->blend_enable, NULL, + D3D10_DEFAULT_SAMPLE_MASK); D3D10SetVertexBuffer(d3d10->device, 0, d3d10->overlays.vbo, sizeof(d3d10_sprite_t), 0); d3d10->device->lpVtbl->PSSetSamplers(d3d10->device, 0, 1, &d3d10->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); @@ -297,9 +299,10 @@ static void d3d10_gfx_set_rotation(void* data, unsigned rotation) matrix_4x4_rotate_z(rot, rotation * (M_PI / 2.0f)); matrix_4x4_multiply(d3d10->mvp, rot, d3d10->ubo_values.mvp); - D3D10MapBuffer(d3d10->frame.ubo, D3D10_MAP_WRITE_DISCARD, 0, &mapped_ubo); + d3d10->frame.ubo->lpVtbl->Map(d3d10->frame.ubo, + D3D10_MAP_WRITE_DISCARD, 0, (void**)&mapped_ubo); *(math_matrix_4x4*)mapped_ubo = d3d10->mvp; - D3D10UnmapBuffer(d3d10->frame.ubo); + d3d10->frame.ubo->lpVtbl->Unmap(d3d10->frame.ubo); } static void d3d10_update_viewport(d3d10_video_t *d3d10, bool force_full) @@ -496,7 +499,7 @@ static bool d3d10_gfx_set_shader(void* data, enum rarch_shader_type type, const if (!desc.ByteWidth) continue; - D3D10CreateBuffer(d3d10->device, &desc, + d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, NULL, &d3d10->pass[i].buffers[j]); } } @@ -728,7 +731,8 @@ static void *d3d10_gfx_init(const video_info_t* video, Release(backBuffer); } - D3D10SetRenderTargets(d3d10->device, 1, &d3d10->renderTargetView, NULL); + d3d10->device->lpVtbl->OMSetRenderTargets(d3d10->device, 1, + &d3d10->renderTargetView, NULL); video_driver_set_size(d3d10->vp.full_width, d3d10->vp.full_height); d3d10->viewport.Width = d3d10->vp.full_width; @@ -767,8 +771,10 @@ static void *d3d10_gfx_init(const video_info_t* video, ubo_data.SysMemPitch = 0; ubo_data.SysMemSlicePitch = 0; - D3D10CreateBuffer(d3d10->device, &desc, &ubo_data, &d3d10->ubo); - D3D10CreateBuffer(d3d10->device, &desc, NULL, &d3d10->frame.ubo); + d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, + &ubo_data, &d3d10->ubo); + d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, + NULL, &d3d10->frame.ubo); } d3d10_gfx_set_rotation(d3d10, 0); @@ -835,14 +841,17 @@ static void *d3d10_gfx_init(const video_info_t* video, desc.CPUAccessFlags = 0; desc.MiscFlags = 0; - D3D10CreateBuffer(d3d10->device, &desc, &vertex_data, &d3d10->frame.vbo); + d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, + &vertex_data, &d3d10->frame.vbo); desc.Usage = D3D10_USAGE_DYNAMIC; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; - D3D10CreateBuffer(d3d10->device, &desc, &vertex_data, &d3d10->menu.vbo); + d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, + &vertex_data, &d3d10->menu.vbo); d3d10->sprites.capacity = 16 * 1024; desc.ByteWidth = sizeof(d3d10_sprite_t) * d3d10->sprites.capacity; - D3D10CreateBuffer(d3d10->device, &desc, NULL, &d3d10->sprites.vbo); + d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, + NULL, &d3d10->sprites.vbo); } { @@ -1273,7 +1282,8 @@ static bool d3d10_gfx_frame( (D3D10Resource)backBuffer, NULL, &d3d10->renderTargetView); Release(backBuffer); - D3D10SetRenderTargets(d3d10->device, 1, &d3d10->renderTargetView, NULL); + d3d10->device->lpVtbl->OMSetRenderTargets(d3d10->device, 1, + &d3d10->renderTargetView, NULL); d3d10->viewport.Width = video_width; d3d10->viewport.Height = video_height; @@ -1291,12 +1301,14 @@ static bool d3d10_gfx_frame( #endif d3d10_update_viewport(d3d10, false); - D3D10SetPrimitiveTopology(context, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + context->lpVtbl->IASetPrimitiveTopology(context, + D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); #if 0 if (d3d10->hw.enable) { - D3D10SetRenderTargets(context, 1, &d3d10->renderTargetView, NULL); + context->lpVtbl->OMSetRenderTargets(context, 1, + &d3d10->renderTargetView, NULL); context->lpVtbl->RSSetState(context, d3d10->state); } #endif @@ -1360,7 +1372,8 @@ static bool d3d10_gfx_frame( } D3D10SetVertexBuffer(context, 0, d3d10->frame.vbo, sizeof(d3d10_vertex_t), 0); - D3D10SetBlendState(context, d3d10->blend_disable, NULL, D3D10_DEFAULT_SAMPLE_MASK); + context->lpVtbl->OMSetBlendState(context, d3d10->blend_disable, NULL, + D3D10_DEFAULT_SAMPLE_MASK); texture = d3d10->frame.texture; @@ -1404,8 +1417,8 @@ static bool d3d10_gfx_frame( void* uniform_data = NULL; uniform_sem_t* uniform = buffer_sem->uniforms; - D3D10MapBuffer(buffer, D3D10_MAP_WRITE_DISCARD, - 0, (void**)&uniform_data); + buffer->lpVtbl->Map(buffer, + D3D10_MAP_WRITE_DISCARD, 0, (void**)&uniform_data); while (uniform->size) { @@ -1414,7 +1427,7 @@ static bool d3d10_gfx_frame( uniform->data, uniform->size); uniform++; } - D3D10UnmapBuffer(buffer); + buffer->lpVtbl->Unmap(buffer); if (buffer_sem->stage_mask & SLANG_STAGE_VERTEX_MASK) context->lpVtbl->VSSetConstantBuffers(context, buffer_sem->binding, 1, &buffer); @@ -1427,7 +1440,8 @@ static bool d3d10_gfx_frame( { D3D10RenderTargetView null_rt = NULL; - D3D10SetRenderTargets(context, 1, &null_rt, NULL); + context->lpVtbl->OMSetRenderTargets(context, 1, + &null_rt, NULL); } { @@ -1457,7 +1471,8 @@ static bool d3d10_gfx_frame( if (d3d10->pass[i].rt.handle) { - D3D10SetRenderTargets(context, 1, &d3d10->pass[i].rt.rt_view, NULL); + context->lpVtbl->OMSetRenderTargets(context, 1, + &d3d10->pass[i].rt.rt_view, NULL); context->lpVtbl->RSSetViewports(context, 1, &d3d10->pass[i].viewport); context->lpVtbl->Draw(context, 4, 0); @@ -1469,7 +1484,8 @@ static bool d3d10_gfx_frame( break; } } - D3D10SetRenderTargets(context, 1, &d3d10->renderTargetView, NULL); + context->lpVtbl->OMSetRenderTargets(context, 1, + &d3d10->renderTargetView, NULL); } if (texture) @@ -1492,8 +1508,8 @@ static bool d3d10_gfx_frame( d3d10_clear_scissor(d3d10, video_width, video_height); context->lpVtbl->Draw(context, 4, 0); - - D3D10SetBlendState(context, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK); + context->lpVtbl->OMSetBlendState(context, d3d10->blend_enable, NULL, + D3D10_DEFAULT_SAMPLE_MASK); if (d3d10->menu.enabled && d3d10->menu.texture.handle) { @@ -1508,7 +1524,7 @@ static bool d3d10_gfx_frame( } d3d10_set_shader(context, &d3d10->sprites.shader); - D3D10SetPrimitiveTopology(context, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); + context->lpVtbl->IASetPrimitiveTopology(context, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); context->lpVtbl->VSSetConstantBuffers(context, 0, 1, (ID3D10Buffer ** const)&d3d10->ubo); context->lpVtbl->PSSetConstantBuffers(context, 0, 1, (ID3D10Buffer ** @@ -1541,7 +1557,9 @@ static bool d3d10_gfx_frame( if (osd_params) { context->lpVtbl->RSSetViewports(context, 1, &d3d10->viewport); - D3D10SetBlendState(d3d10->device, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK); + d3d10->device->lpVtbl->OMSetBlendState(d3d10->device, + d3d10->blend_enable, NULL, + D3D10_DEFAULT_SAMPLE_MASK); D3D10SetVertexBuffer(context, 0, d3d10->sprites.vbo, sizeof(d3d10_sprite_t), 0); font_driver_render_msg(d3d10, stat_text, @@ -1562,7 +1580,9 @@ static bool d3d10_gfx_frame( if (msg && *msg) { d3d10->device->lpVtbl->RSSetViewports(d3d10->device, 1, &d3d10->viewport); - D3D10SetBlendState(d3d10->device, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK); + d3d10->device->lpVtbl->OMSetBlendState(d3d10->device, + d3d10->blend_enable, NULL, + D3D10_DEFAULT_SAMPLE_MASK); D3D10SetVertexBuffer(d3d10->device, 0, d3d10->sprites.vbo, sizeof(d3d10_sprite_t), 0); font_driver_render_msg(d3d10, msg, NULL, NULL); } diff --git a/gfx/drivers_display/gfx_display_d3d10.c b/gfx/drivers_display/gfx_display_d3d10.c index 8e2d3622f9..3bd0b628c6 100644 --- a/gfx/drivers_display/gfx_display_d3d10.c +++ b/gfx/drivers_display/gfx_display_d3d10.c @@ -31,15 +31,17 @@ static void gfx_display_d3d10_blend_begin(void *data) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; - D3D10SetBlendState(d3d10->device, - d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK); + d3d10->device->lpVtbl->OMSetBlendState(d3d10->device, + d3d10->blend_enable, + NULL, D3D10_DEFAULT_SAMPLE_MASK); } static void gfx_display_d3d10_blend_end(void *data) { d3d10_video_t* d3d10 = (d3d10_video_t*)data; - D3D10SetBlendState(d3d10->device, - d3d10->blend_disable, NULL, D3D10_DEFAULT_SAMPLE_MASK); + d3d10->device->lpVtbl->OMSetBlendState(d3d10->device, + d3d10->blend_disable, + NULL, D3D10_DEFAULT_SAMPLE_MASK); } static void gfx_display_d3d10_draw(gfx_display_ctx_draw_t *draw, @@ -62,10 +64,13 @@ static void gfx_display_d3d10_draw(gfx_display_ctx_draw_t *draw, d3d10_set_shader(d3d10->device, &d3d10->shaders[draw->pipeline_id]); d3d10->device->lpVtbl->Draw(d3d10->device, draw->coords->vertices, 0); - D3D10SetBlendState(d3d10->device, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK); + d3d10->device->lpVtbl->OMSetBlendState(d3d10->device, + d3d10->blend_enable, + NULL, D3D10_DEFAULT_SAMPLE_MASK); d3d10_set_shader(d3d10->device, &d3d10->sprites.shader); D3D10SetVertexBuffer(d3d10->device, 0, d3d10->sprites.vbo, sizeof(d3d10_sprite_t), 0); - D3D10SetPrimitiveTopology(d3d10->device, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); + d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device, + D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); return; default: break; @@ -84,7 +89,9 @@ static void gfx_display_d3d10_draw(gfx_display_ctx_draw_t *draw, void* mapped_vbo = NULL; d3d10_sprite_t* sprite = NULL; - D3D10MapBuffer(d3d10->sprites.vbo, D3D10_MAP_WRITE_NO_OVERWRITE, 0, &mapped_vbo); + d3d10->sprites.vbo->lpVtbl->Map(d3d10->sprites.vbo, + D3D10_MAP_WRITE_NO_OVERWRITE, 0, + (void**)&mapped_vbo); sprite = (d3d10_sprite_t*)mapped_vbo + d3d10->sprites.offset; @@ -145,10 +152,11 @@ static void gfx_display_d3d10_draw(gfx_display_ctx_draw_t *draw, } d3d10_set_shader(d3d10->device, &d3d10->shaders[VIDEO_SHADER_STOCK_BLEND]); - D3D10SetPrimitiveTopology(d3d10->device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device, + D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); } - D3D10UnmapBuffer(d3d10->sprites.vbo); + d3d10->sprites.vbo->lpVtbl->Unmap(d3d10->sprites.vbo); } d3d10_set_texture_and_sampler(d3d10->device, 0, (d3d10_texture_t*)draw->texture); @@ -159,7 +167,8 @@ static void gfx_display_d3d10_draw(gfx_display_ctx_draw_t *draw, if (vertex_count > 1) { d3d10_set_shader(d3d10->device, &d3d10->sprites.shader); - D3D10SetPrimitiveTopology(d3d10->device, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); + d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device, + D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); } return; @@ -195,12 +204,14 @@ static void gfx_display_d3d10_draw_pipeline(gfx_display_ctx_draw_t* draw, vertex_data.pSysMem = ca->coords.vertex; vertex_data.SysMemPitch = 0; vertex_data.SysMemSlicePitch = 0; - D3D10CreateBuffer(d3d10->device, &desc, &vertex_data, - &d3d10->menu_pipeline_vbo); + d3d10->device->lpVtbl->CreateBuffer(d3d10->device, &desc, + &vertex_data, &d3d10->menu_pipeline_vbo); } D3D10SetVertexBuffer(d3d10->device, 0, d3d10->menu_pipeline_vbo, 2 * sizeof(float), 0); draw->coords->vertices = ca->coords.vertices; - D3D10SetBlendState(d3d10->device, d3d10->blend_pipeline, NULL, D3D10_DEFAULT_SAMPLE_MASK); + d3d10->device->lpVtbl->OMSetBlendState(d3d10->device, + d3d10->blend_pipeline, + NULL, D3D10_DEFAULT_SAMPLE_MASK); break; } @@ -215,15 +226,17 @@ static void gfx_display_d3d10_draw_pipeline(gfx_display_ctx_draw_t* draw, return; } - D3D10SetPrimitiveTopology(d3d10->device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + d3d10->device->lpVtbl->IASetPrimitiveTopology(d3d10->device, + D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); d3d10->ubo_values.time += 0.01f; { void *mapped_ubo = NULL; - D3D10MapBuffer(d3d10->ubo, D3D10_MAP_WRITE_DISCARD, 0, (void**)&mapped_ubo); + d3d10->ubo->lpVtbl->Map(d3d10->ubo, D3D10_MAP_WRITE_DISCARD, 0, + (void**)&mapped_ubo); *(d3d10_uniform_t*)mapped_ubo = d3d10->ubo_values; - D3D10UnmapBuffer(d3d10->ubo); + d3d10->ubo->lpVtbl->Unmap(d3d10->ubo); } } @@ -259,7 +272,7 @@ void gfx_display_d3d10_scissor_begin(void *data, rect.right = width + x; rect.bottom = height + y; - D3D10SetScissorRects(d3d10->device, 1, &rect); + d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1, &rect); } void gfx_display_d3d10_scissor_end(void *data, @@ -276,7 +289,7 @@ void gfx_display_d3d10_scissor_end(void *data, rect.right = video_width; rect.bottom = video_height; - D3D10SetScissorRects(d3d10->device, 1, &rect); + d3d10->device->lpVtbl->RSSetScissorRects(d3d10->device, 1, &rect); } gfx_display_ctx_driver_t gfx_display_ctx_d3d10 = { diff --git a/gfx/drivers_font/d3d10_font.c b/gfx/drivers_font/d3d10_font.c index b09ee8dc41..5e495dc9df 100644 --- a/gfx/drivers_font/d3d10_font.c +++ b/gfx/drivers_font/d3d10_font.c @@ -158,7 +158,8 @@ static void d3d10_font_render_line( break; } - D3D10MapBuffer(d3d10->sprites.vbo, D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&mapped_vbo); + d3d10->sprites.vbo->lpVtbl->Map(d3d10->sprites.vbo, + D3D10_MAP_WRITE_NO_OVERWRITE, 0, (void**)&mapped_vbo); v = (d3d10_sprite_t*)mapped_vbo + d3d10->sprites.offset; glyph_q = font->font_driver->get_glyph(font->font_data, '?'); @@ -203,7 +204,7 @@ static void d3d10_font_render_line( } count = v - ((d3d10_sprite_t*)mapped_vbo + d3d10->sprites.offset); - D3D10UnmapBuffer(d3d10->sprites.vbo); + d3d10->sprites.vbo->lpVtbl->Unmap(d3d10->sprites.vbo); if (!count) return; @@ -219,7 +220,9 @@ static void d3d10_font_render_line( } d3d10_set_texture_and_sampler(d3d10->device, 0, &font->texture); - D3D10SetBlendState(d3d10->device, d3d10->blend_enable, NULL, D3D10_DEFAULT_SAMPLE_MASK); + d3d10->device->lpVtbl->OMSetBlendState(d3d10->device, + d3d10->blend_enable, + NULL, D3D10_DEFAULT_SAMPLE_MASK); d3d10->device->lpVtbl->PSSetShader(d3d10->device, d3d10->sprites.shader_font.ps); d3d10->device->lpVtbl->Draw(d3d10->device, count, d3d10->sprites.offset);