trivial simplifications
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@@ -150,20 +150,15 @@ HRESULT CTextureRenderer::SetRenderTarget( RageMovieTexture* pTexture )
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
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HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
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{
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{
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BYTE *pBmpBuffer, *pTxtBuffer; // Bitmap buffer, texture buffer
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BYTE *pBmpBuffer; // Bitmap buffer
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LONG lTxtPitch; // Pitch of bitmap, texture
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// Get the video bitmap buffer
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// Get the video bitmap buffer
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pSample->GetPointer( &pBmpBuffer );
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pSample->GetPointer( &pBmpBuffer );
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// Find which texture we should render to. We want to copy to the "back buffer"
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// Find which texture we should render to. We want to copy to the "back buffer"
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LPDIRECT3DTEXTURE8 pD3DTextureCopyTo;
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int iIndexBackBuffer = !m_pTexture->m_iIndexFrontBuffer;
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switch( m_pTexture->m_iIndexFrontBuffer )
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LPDIRECT3DTEXTURE8 pD3DTextureCopyTo = m_pTexture->m_pd3dTexture[iIndexBackBuffer];
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{
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case 0: pD3DTextureCopyTo = m_pTexture->m_pd3dTexture[1]; break; // 0 is front, so copy to 1
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case 1: pD3DTextureCopyTo = m_pTexture->m_pd3dTexture[0]; break; // 1 is front, so copy to 0
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}
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// Lock the Texture
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// Lock the Texture
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D3DLOCKED_RECT d3dlr;
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D3DLOCKED_RECT d3dlr;
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@@ -176,9 +171,8 @@ HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
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m_bBackBufferLocked = TRUE;
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m_bBackBufferLocked = TRUE;
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// Get the texture buffer & pitch
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// Get the texture buffer & pitch
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pTxtBuffer = static_cast<byte *>(d3dlr.pBits);
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BYTE *pTxtBuffer = static_cast<byte *>(d3dlr.pBits);
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lTxtPitch = d3dlr.Pitch;
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LONG lTxtPitch = d3dlr.Pitch;
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// Copy the bits
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// Copy the bits
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// OPTIMIZATION OPPORTUNITY: Use a video and texture
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// OPTIMIZATION OPPORTUNITY: Use a video and texture
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@@ -238,11 +232,7 @@ HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
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// flip active texture
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// flip active texture
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switch( m_pTexture->m_iIndexFrontBuffer )
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m_pTexture->m_iIndexFrontBuffer = !m_pTexture->m_iIndexFrontBuffer;
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{
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case 0: m_pTexture->m_iIndexFrontBuffer = 1; break;
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case 1: m_pTexture->m_iIndexFrontBuffer = 0; break;
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}
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return S_OK;
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return S_OK;
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@@ -344,6 +334,9 @@ VOID RageMovieTexture::Create()
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void HandleDivXError()
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void HandleDivXError()
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{
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{
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/* Actually, we might need XviD; we might want to look
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* at the file and try to figure out if it's something
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* common: DIV3, DIV4, DIV5, XVID, or maybe even MPEG2. */
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throw RageException(
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throw RageException(
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"Could not locate the DivX video codec.\n"
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"Could not locate the DivX video codec.\n"
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"DivX is required to movie textures and must\n"
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"DivX is required to movie textures and must\n"
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