mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Assorted cleanup and comments.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2693 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -237,7 +237,6 @@ void BPWritten(int addr, int changes, int newval)
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((u32*)&bpmem)[addr] = newval;
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if (changes & 1)
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{
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// dev->SetRenderState(D3DRS_ALPHABLENDENABLE,bpmem.blendmode.blendenable);
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Renderer::SetRenderState(D3DRS_ALPHABLENDENABLE, bpmem.blendmode.blendenable);
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}
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if (changes & 2) {} // Logic op blending. D3D can't do this but can fake some modes.
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@ -250,39 +249,30 @@ void BPWritten(int addr, int changes, int newval)
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if (changes & 0x700)
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{
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// dev->SetRenderState(D3DRS_SRCBLEND, src);
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Renderer::SetRenderState(D3DRS_SRCBLEND, src);
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}
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if (changes & 0xE0) {
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if (!bpmem.blendmode.subtract)
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{
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// dev->SetRenderState(D3DRS_DESTBLEND, dst);
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Renderer::SetRenderState(D3DRS_DESTBLEND, dst);
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}
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else
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{
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// dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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Renderer::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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}
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}
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if (changes & 0x800) {
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if (bpmem.blendmode.subtract)
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{
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// dev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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// dev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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Renderer::SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
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Renderer::SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
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}
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else
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{
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// dev->SetRenderState(D3DRS_SRCBLEND, src);
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// dev->SetRenderState(D3DRS_DESTBLEND, dst);
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Renderer::SetRenderState(D3DRS_SRCBLEND, src);
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Renderer::SetRenderState(D3DRS_DESTBLEND, dst);
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}
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// dev->SetRenderState(D3DRS_BLENDOP,bpmem.blendmode.subtract?D3DBLENDOP_SUBTRACT:D3DBLENDOP_ADD);
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Renderer::SetRenderState(D3DRS_BLENDOP, bpmem.blendmode.subtract ? D3DBLENDOP_SUBTRACT : D3DBLENDOP_ADD);
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}
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//if (bpmem.blendmode.logicopenable) // && bpmem.blendmode.logicmode == 4)
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@ -297,7 +287,6 @@ void BPWritten(int addr, int changes, int newval)
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if (bpmem.blendmode.colorupdate)
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write |= D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE;
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// dev->SetRenderState(D3DRS_COLORWRITEENABLE, write);
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Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write);
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}
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}
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@ -99,7 +99,7 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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// So, here we go. First position:
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int elem_idx = 0;
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elems[elem_idx].Offset = 0; // Positions are always first, at position 0.
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elems[elem_idx].Offset = 0; // Positions are always first, at position 0. Always float3.
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elems[elem_idx].Type = D3DDECLTYPE_FLOAT3;
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elems[elem_idx].Usage = D3DDECLUSAGE_POSITION;
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++elem_idx;
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@ -181,7 +181,7 @@ void Flush()
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if (collection != C_NOTHING)
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{
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// setup the pointers
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if(g_nativeVertexFmt)
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if (g_nativeVertexFmt)
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g_nativeVertexFmt->SetupVertexPointers();
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u32 usedtextures = 0;
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