Changed BYTE* to u8* after all, since these pointers are not directly related to Windows API.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@411 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -3,7 +3,7 @@
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namespace D3D
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{
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LPDIRECT3DTEXTURE9 CreateTexture2D(const BYTE* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt)
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LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt)
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{
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DWORD *pBuffer = (DWORD *)buffer;
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LPDIRECT3DTEXTURE9 pTexture;
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@ -33,7 +33,7 @@ namespace D3D
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{
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for (int y = 0; y < height; y++)
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{
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DWORD* pBits = (DWORD*)((BYTE*)Lock.pBits + (y * Lock.Pitch));
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DWORD* pBits = (DWORD*)((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits,pIn, width * 4);
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pIn += pitch;
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}
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@ -47,7 +47,7 @@ namespace D3D
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return pTexture;
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}
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void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const BYTE* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt)
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void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt)
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{
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DWORD *pBuffer = (DWORD *)buffer;
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int level=0;
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@ -60,7 +60,7 @@ namespace D3D
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{
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for (int y = 0; y < height; y++)
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{
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DWORD* pBits = (DWORD*)((BYTE*)Lock.pBits + (y * Lock.Pitch));
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DWORD* pBits = (DWORD*)((u8*)Lock.pBits + (y * Lock.Pitch));
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memcpy(pBits,pIn, width*4);
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pIn += pitch;
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}
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@ -11,8 +11,8 @@ namespace D3D
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void FilterDown(DWORD *buffer, int w, int h, const int pitch);
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// __________________________________________________________________________________________________
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// calls filterdown which will trash _pBuffer as temp storage for mips
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LPDIRECT3DTEXTURE9 CreateTexture2D(const BYTE* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt = D3DFMT_A8R8G8B8);
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void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const BYTE* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt);
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LPDIRECT3DTEXTURE9 CreateTexture2D(const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt = D3DFMT_A8R8G8B8);
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void ReplaceTexture2D(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height,const int pitch, D3DFORMAT fmt);
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LPDIRECT3DTEXTURE9 CreateRenderTarget(const int width, const int height);
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LPDIRECT3DSURFACE9 CreateDepthStencilSurface(const int width, const int height);
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}
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}
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