Direct3D renderer:
Fixed: Sqeezed image for 1x image size Fixed: Lowest scan line visible as first one with bilinear texture filtering enabled Optimized: Textures are now a power of 2 Optimized: Clear screen only when necessary Debug: Added #define D3D_DEBUG_INFO for debug builds git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@258 a31d4220-a93d-0410-bf67-fe4944624d44
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@ -1,8 +1,7 @@
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Known Bugs:
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- Direct3D: image is 1x1 pixel larger than it should be
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- Linking: Doesnt work quite right yet.
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- OpenGL: Fragment shaders do not work quite as well as original test build (Mudlord)
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- Audio core: assertation error occurs when disabling GB sound
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- x64: Needs optimizations (x64 native code, whatever)
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- Wrong bit depth image is displayed for some frames when switching from/to Hq3x/4x ASM (most probably causes by 16bit to 32bit hack)
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- Wrong bit depth image is displayed for some frames when switching from/to Hq3x/4x ASM (most probably caused by 16bit to 32bit hack)
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@ -38,6 +38,9 @@
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#include "../gb/gbGlobals.h"
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// Direct3D
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#ifdef _DEBUG
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#define D3D_DEBUG_INFO
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#endif
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#define DIRECT3D_VERSION 0x0900
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#include <d3d9.h> // main include file
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#include <D3dx9core.h> // required for font rendering
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@ -71,11 +74,12 @@ private:
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LPDIRECT3DTEXTURE9 emulatedImage[2];
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unsigned char mbCurrentTexture; // current texture for motion blur
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bool mbTextureEmpty;
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int width;
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int height;
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unsigned int width, height;
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unsigned int textureSize;
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RECT destRect;
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bool failed;
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ID3DXFont *pFont;
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bool rectangleFillsScreen;
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struct VERTEX {
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FLOAT x, y, z, rhw; // screen coordinates
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@ -93,7 +97,7 @@ private:
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void createFont();
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void destroyFont();
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void createTexture();
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void createTexture( unsigned int textureWidth, unsigned int textureHeight );
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void destroyTexture();
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void calculateDestRect();
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bool resetDevice();
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@ -124,12 +128,14 @@ Direct3DDisplay::Direct3DDisplay()
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screenFormat = D3DFMT_X8R8G8B8;
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width = 0;
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height = 0;
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textureSize = 0;
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failed = false;
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pFont = NULL;
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emulatedImage[0] = NULL;
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emulatedImage[1] = NULL;
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mbCurrentTexture = 0;
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mbTextureEmpty = true;
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rectangleFillsScreen = false;
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}
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@ -306,10 +312,11 @@ bool Direct3DDisplay::initialize()
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}
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createFont();
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createTexture();
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// width and height will be set from a prior call to changeRenderSize() before initialize()
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createTexture( width, height );
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calculateDestRect();
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setOption( _T("d3dFilter"), theApp.d3dFilter );
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setOption( _T("motionBlur"), theApp.d3dMotionBlur );
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calculateDestRect();
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if(failed) return false;
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@ -358,10 +365,15 @@ void Direct3DDisplay::render()
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}
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}
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clear();
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if( !rectangleFillsScreen ) {
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// performance: clear only when you must
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clear();
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}
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pDevice->BeginScene();
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pDevice->SetSamplerState( 0, D3DSAMP_BORDERCOLOR, D3DCOLOR_XRGB( 0x00, 0xFF, 0x00 ) );
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// copy pix to emulatedImage and apply pixel filter if selected
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D3DLOCKED_RECT lr;
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@ -478,10 +490,11 @@ void Direct3DDisplay::render()
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bool Direct3DDisplay::changeRenderSize( int w, int h )
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{
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if( (w != width) || (h != height) ) {
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width = w; height = h;
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width = (unsigned int)w;
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height = (unsigned int)h;
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if( pDevice ) {
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destroyTexture();
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createTexture();
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createTexture( width, height );
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calculateDestRect();
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}
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}
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@ -542,13 +555,33 @@ void Direct3DDisplay::destroyFont()
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}
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void Direct3DDisplay::createTexture()
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// when either textureWidth or textureHeight is 0, last texture size will be used
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void Direct3DDisplay::createTexture( unsigned int textureWidth, unsigned int textureHeight )
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{
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if( ( textureWidth != 0 ) && ( textureWidth != 0 ) ) {
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// calculate next possible square texture size
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textureSize = 1;
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unsigned int reqSizeMin = ( textureWidth > textureHeight ) ? textureWidth : textureHeight;
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while( textureSize < reqSizeMin ) {
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textureSize <<= 1; // multiply by 2
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}
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} else {
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// do not recalculate texture size
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if( textureSize == 0 ) {
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DXTRACE_MSG( _T("Error: createTexture: textureSize == 0") );
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return;
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}
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}
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if( !emulatedImage[0] ) {
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HRESULT hr = pDevice->CreateTexture(
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width, height, 1, // 1 level, no mipmaps
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D3DUSAGE_DYNAMIC, dpp.BackBufferFormat,
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D3DPOOL_DEFAULT, // anything else won't work
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textureSize, textureSize,
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1, // 1 level, no mipmaps
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D3DUSAGE_DYNAMIC, // dynamic textures can be locked
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dpp.BackBufferFormat,
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D3DPOOL_DEFAULT,
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&emulatedImage[0],
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NULL );
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@ -561,9 +594,11 @@ void Direct3DDisplay::createTexture()
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if( !emulatedImage[1] && theApp.d3dMotionBlur ) {
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HRESULT hr = pDevice->CreateTexture(
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width, height, 1, // 1 level, no mipmaps
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D3DUSAGE_DYNAMIC, dpp.BackBufferFormat,
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D3DPOOL_DEFAULT, // anything else won't work
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textureSize, textureSize,
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1,
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D3DUSAGE_DYNAMIC,
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dpp.BackBufferFormat,
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D3DPOOL_DEFAULT,
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&emulatedImage[1],
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NULL );
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@ -594,6 +629,7 @@ void Direct3DDisplay::destroyTexture()
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void Direct3DDisplay::calculateDestRect()
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{
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if( theApp.fullScreenStretch ) {
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rectangleFillsScreen = true; // no clear() necessary
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destRect.left = 0;
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destRect.top = 0;
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destRect.right = dpp.BackBufferWidth; // for some reason there'l be a black
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@ -620,34 +656,45 @@ void Direct3DDisplay::calculateDestRect()
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destRect.top += diff;
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destRect.bottom += diff;
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}
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if( ( destRect.left == 0 ) &&
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( destRect.top == 0 ) &&
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( destRect.right == dpp.BackBufferWidth ) &&
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( destRect.bottom == dpp.BackBufferHeight ) ) {
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rectangleFillsScreen = true;
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} else {
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rectangleFillsScreen = false;
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}
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}
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FLOAT textureX = (FLOAT)width / (FLOAT)textureSize;
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FLOAT textureY = (FLOAT)height / (FLOAT)textureSize;
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// configure triangles
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Vertices[0].x = (FLOAT)destRect.left;
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Vertices[0].y = (FLOAT)destRect.bottom;
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Vertices[0].z = 0.5f;
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Vertices[0].z = 0.0f;
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Vertices[0].rhw = 1.0f;
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Vertices[0].tx = 0.0f;
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Vertices[0].ty = 1.0f;
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Vertices[0].ty = textureY;
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Vertices[1].x = (FLOAT)destRect.left;
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Vertices[1].y = (FLOAT)destRect.top;
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Vertices[1].z = 0.5f;
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Vertices[1].z = 0.0f;
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Vertices[1].rhw = 1.0f;
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Vertices[1].tx = 0.0f;
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Vertices[1].ty = 0.0f;
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Vertices[2].x = (FLOAT)destRect.right;
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Vertices[2].y = (FLOAT)destRect.bottom;
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Vertices[2].z = 0.5f;
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Vertices[2].z = 0.0f;
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Vertices[2].rhw = 1.0f;
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Vertices[2].tx = 1.0f;
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Vertices[2].ty = 1.0f;
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Vertices[2].tx = textureX;
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Vertices[2].ty = textureY;
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Vertices[3].x = (FLOAT)destRect.right;
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Vertices[3].y = (FLOAT)destRect.top;
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Vertices[3].z = 0.5f;
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Vertices[3].z = 0.0f;
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Vertices[3].rhw = 1.0f;
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Vertices[3].tx = 1.0f;
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Vertices[3].tx = textureX;
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Vertices[3].ty = 0.0f;
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if( theApp.d3dMotionBlur ) {
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@ -737,7 +784,7 @@ void Direct3DDisplay::setOption( const char *option, int value )
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// apply vertex alpha values to texture
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pDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
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calculateDestRect();
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createTexture(); // create the second texture
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createTexture( 0, 0 ); // create the second texture
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break;
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}
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}
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@ -766,7 +813,7 @@ bool Direct3DDisplay::resetDevice()
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// re-aquires font resources
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pFont->OnResetDevice();
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}
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createTexture();
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createTexture( 0, 0 );
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setOption( _T("d3dFilter"), theApp.d3dFilter );
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setOption( _T("motionBlur"), theApp.d3dMotionBlur );
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failed = false;
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