Commit d08d960c authored by Kaarlo Raiha's avatar Kaarlo Raiha Committed by Jean-Baptiste Kempf

remove unneeded code

Signed-off-by: default avatarJean-Baptiste Kempf <jb@videolan.org>
parent 4536532e
......@@ -743,7 +743,7 @@ static void Direct3DVoutClose( vout_thread_t *p_vout )
IDirect3DDevice9_Release(p_vout->p_sys->p_d3ddev);
p_vout->p_sys->p_d3ddev = NULL;
}
p_vout->p_sys->hmonitor = NULL;
}
......@@ -1041,7 +1041,7 @@ static int Direct3DVoutCreatePictures( vout_thread_t *p_vout, size_t i_num_pics
/* fill surface with black color */
IDirect3DDevice9_ColorFill(p_d3ddev, p_d3dsurf, NULL, D3DCOLOR_ARGB(0xFF, 0, 0, 0) );
/* assign surface to internal structure */
p_pic->p_sys = (void *)p_d3dsurf;
......@@ -1397,7 +1397,7 @@ static void Direct3DVoutRenderScene( vout_thread_t *p_vout, picture_t *p_pic )
p_vertices[0].rhw = 1.0f;
p_vertices[0].tu = 0.0f;
p_vertices[0].tv = 0.0f;
p_vertices[1].x = f_width; // right
p_vertices[1].y = 0.0f; // top
p_vertices[1].z = 0.0f;
......@@ -1405,7 +1405,7 @@ static void Direct3DVoutRenderScene( vout_thread_t *p_vout, picture_t *p_pic )
p_vertices[1].rhw = 1.0f;
p_vertices[1].tu = 1.0f;
p_vertices[1].tv = 0.0f;
p_vertices[2].x = f_width; // right
p_vertices[2].y = f_height; // bottom
p_vertices[2].z = 0.0f;
......@@ -1413,7 +1413,7 @@ static void Direct3DVoutRenderScene( vout_thread_t *p_vout, picture_t *p_pic )
p_vertices[2].rhw = 1.0f;
p_vertices[2].tu = 1.0f;
p_vertices[2].tv = 1.0f;
p_vertices[3].x = 0.0f; // left
p_vertices[3].y = f_height; // bottom
p_vertices[3].z = 0.0f;
......@@ -1421,7 +1421,7 @@ static void Direct3DVoutRenderScene( vout_thread_t *p_vout, picture_t *p_pic )
p_vertices[3].rhw = 1.0f;
p_vertices[3].tu = 0.0f;
p_vertices[3].tv = 1.0f;
hr= IDirect3DVertexBuffer9_Unlock(p_d3dvtc);
if( FAILED(hr) )
{
......@@ -1457,16 +1457,8 @@ static void Direct3DVoutRenderScene( vout_thread_t *p_vout, picture_t *p_pic )
IDirect3DDevice9_EndScene(p_d3ddev);
return;
}
// we use FVF instead of vertex shader
hr = IDirect3DDevice9_SetVertexShader(p_d3ddev, NULL);
if( FAILED(hr) )
{
msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
IDirect3DDevice9_EndScene(p_d3ddev);
return;
}
// we use FVF instead of vertex shader
hr = IDirect3DDevice9_SetFVF(p_d3ddev, D3DFVF_CUSTOMVERTEX);
if( FAILED(hr) )
{
......
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