D3D: delete unnecessary code.
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@ -570,72 +570,6 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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D3D::stateman->SetGeometryShader(nullptr);
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}
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void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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const MathUtil::Rectangle<int>* rSource,
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int SourceWidth,
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int SourceHeight,
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const MathUtil::Rectangle<float>* rDest,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* VShader,
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ID3D11InputLayout* layout,
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ID3D11GeometryShader* GShader,
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float Gamma,
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u32 slice)
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{
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float sw = 1.0f /(float) SourceWidth;
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float sh = 1.0f /(float) SourceHeight;
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float u1 = (rSource->left ) * sw;
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float u2 = (rSource->right ) * sw;
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float v1 = (rSource->top ) * sh;
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float v2 = (rSource->bottom) * sh;
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float S = (float)slice;
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float G = 1.0f / Gamma;
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STSQVertex coords[4] = {
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{ rDest->left , rDest->bottom, 0.0f, u1, v2, S, G},
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{ rDest->right, rDest->bottom, 0.0f, u2, v2, S, G},
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{ rDest->left , rDest->top , 0.0f, u1, v1, S, G},
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{ rDest->right, rDest->top , 0.0f, u2, v1, S, G},
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};
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// only upload the data to VRAM if it changed
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if (stsq_observer ||
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memcmp(rDest, &tex_sub_quad_data.rdest, sizeof(*rDest)) != 0 ||
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tex_sub_quad_data.u1 != u1 || tex_sub_quad_data.v1 != v1 ||
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tex_sub_quad_data.u2 != u2 || tex_sub_quad_data.v2 != v2 ||
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tex_sub_quad_data.S != S || tex_sub_quad_data.G != G)
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{
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stsq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(STSQVertex));
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stsq_observer = false;
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tex_sub_quad_data.u1 = u1;
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tex_sub_quad_data.v1 = v1;
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tex_sub_quad_data.u2 = u2;
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tex_sub_quad_data.v2 = v2;
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tex_sub_quad_data.S = S;
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tex_sub_quad_data.G = G;
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memcpy(&tex_sub_quad_data.rdest, &rDest, sizeof(rDest));
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}
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UINT stride = sizeof(STSQVertex);
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UINT offset = 0;
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stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
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stateman->SetInputLayout(layout);
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stateman->SetTexture(0, texture);
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stateman->SetPixelShader(PShader);
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stateman->SetVertexShader(VShader);
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stateman->SetGeometryShader(GShader);
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stateman->Apply();
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context->Draw(4, stsq_offset);
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stateman->SetTexture(0, nullptr); // immediately unbind the texture
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stateman->Apply();
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stateman->SetGeometryShader(nullptr);
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}
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// Fills a certain area of the current render target with the specified color
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// destination coordinates normalized to (-1;1)
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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@ -65,17 +65,6 @@ namespace D3D
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ID3D11GeometryShader* GShader = nullptr,
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float Gamma = 1.0f,
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u32 slice = 0);
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void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
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const MathUtil::Rectangle<int>* rSource,
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int SourceWidth,
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int SourceHeight,
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const MathUtil::Rectangle<float>* rDest,
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ID3D11PixelShader* PShader,
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ID3D11VertexShader* VShader,
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ID3D11InputLayout* layout,
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ID3D11GeometryShader* GShader = nullptr,
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float Gamma = 1.0f,
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u32 slice = 0);
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void drawClearQuad(u32 Color, float z);
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2);
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}
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@ -148,15 +148,13 @@ void Television::Render()
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// line down. We could even consider implementing a deinterlacing
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// algorithm.
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MathUtil::Rectangle<int> sourceRc(0, 0, int(m_curWidth), int(m_curHeight));
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MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f);
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D3D11_RECT sourceRc = CD3D11_RECT(0, 0, int(m_curWidth), int(m_curHeight));
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D3D::stateman->SetSampler(0, m_samplerState);
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D3D::drawShadedTexSubQuad(
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D3D::drawShadedTexQuad(
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m_yuyvTextureSRV, &sourceRc,
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MAX_XFB_WIDTH, MAX_XFB_HEIGHT,
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&destRc,
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m_pShader,
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VertexShaderCache::GetSimpleVertexShader(),
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VertexShaderCache::GetSimpleInputLayout());
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