Mostly cosmetic. Do away with m_bBackBufferLocked; it's never actually

read.  Change from ugly all-caps Windows aliases to more readable
lowercase names, etc.
This commit is contained in:
Glenn Maynard
2002-10-13 22:51:07 +00:00
parent 79050f3804
commit b7ff70a24c
+8 -13
View File
@@ -63,18 +63,16 @@ public:
HRESULT DoRenderSample(IMediaSample *pMediaSample); // New video sample HRESULT DoRenderSample(IMediaSample *pMediaSample); // New video sample
// new methods // new methods
LONG GetVidWidth() const { return m_lVidWidth; } long GetVidWidth() const { return m_lVidWidth; }
LONG GetVidHeight() const { return m_lVidHeight; } long GetVidHeight() const { return m_lVidHeight; }
HRESULT SetRenderTarget( RageMovieTexture* pTexture ); HRESULT SetRenderTarget( RageMovieTexture* pTexture );
protected: protected:
LONG m_lVidWidth; // Video width // Video width, height, and pitch.
LONG m_lVidHeight; // Video Height long m_lVidWidth, m_lVidHeight, m_lVidPitch;
LONG m_lVidPitch; // Video Pitch
RageMovieTexture* m_pTexture; // the video surface we will copy new frames to RageMovieTexture* m_pTexture; // the video surface we will copy new frames to
D3DFORMAT m_TextureFormat; // Texture format D3DFORMAT m_TextureFormat; // Texture format
BOOL m_bBackBufferLocked;
}; };
@@ -93,7 +91,6 @@ CTextureRenderer::CTextureRenderer()
// Store and ARageef the texture for our use. // Store and ARageef the texture for our use.
m_pTexture = NULL; m_pTexture = NULL;
m_bBackBufferLocked = FALSE;
} }
@@ -213,11 +210,9 @@ HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
// keep trying until we get the lock // keep trying until we get the lock
} }
m_bBackBufferLocked = TRUE;
// Get the texture buffer & pitch // Get the texture buffer & pitch
BYTE *pTxtBuffer = static_cast<byte *>(d3dlr.pBits); byte *pTxtBuffer = static_cast<byte *>(d3dlr.pBits);
LONG lTxtPitch = d3dlr.Pitch; long lTxtPitch = d3dlr.Pitch;
ASSERT( pTxtBuffer != NULL ); ASSERT( pTxtBuffer != NULL );
@@ -271,6 +266,7 @@ HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
ASSERT(0); ASSERT(0);
} }
ASSERT( m_pTexture != NULL );
// Unlock the Texture // Unlock the Texture
if( FAILED( pD3DTextureCopyTo->UnlockRect(0) ) ) if( FAILED( pD3DTextureCopyTo->UnlockRect(0) ) )
@@ -279,8 +275,7 @@ HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
return E_FAIL; return E_FAIL;
} }
m_bBackBufferLocked = FALSE; ASSERT( m_pTexture != NULL );
// flip active texture // flip active texture
m_pTexture->Flip(); m_pTexture->Flip();