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https://github.com/libretro/RetroArch
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(xdk360_fonts.cpp) Start using d3d_common functions
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gfx
@ -69,7 +69,7 @@ bool d3d_texture_get_level_desc(LPDIRECT3DTEXTURE tex,
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return false;
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return false;
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#if defined(HAVE_D3D9) && !defined(__cplusplus)
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#if defined(HAVE_D3D9) && !defined(__cplusplus)
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#if defined(_XBOX)
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#if defined(_XBOX)
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IDirect3DTexture9_GetLevelDesc(tex, idx, (D3DSURFACE_DESC*)_ppsurface_level);
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D3DTexture_GetLevelDesc(tex, idx, (D3DSURFACE_DESC*)_ppsurface_level);
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return true;
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return true;
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#else
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#else
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if (SUCCEEDED(IDirect3DTexture9_GetLevelDesc(tex, idx, (D3DSURFACE_DESC*)_ppsurface_level)))
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if (SUCCEEDED(IDirect3DTexture9_GetLevelDesc(tex, idx, (D3DSURFACE_DESC*)_ppsurface_level)))
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@ -629,10 +629,10 @@ static void xdk360_render_msg_post(xdk360_video_font_t * font)
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LPDIRECT3DDEVICE d3dr = font->d3d->dev;
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LPDIRECT3DDEVICE d3dr = font->d3d->dev;
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d3d_set_texture(d3dr, 0, NULL);
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d3d_set_texture(d3dr, 0, NULL);
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d3dr->SetVertexDeclaration(NULL);
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d3d_set_vertex_declaration(d3dr, NULL);
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d3d_set_vertex_shader(d3dr, 0, NULL);
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d3d_set_vertex_shader(d3dr, 0, NULL);
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D3DDevice_SetPixelShader(d3dr, NULL);
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D3DDevice_SetPixelShader(d3dr, NULL);
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d3dr->SetRenderState( D3DRS_VIEWPORTENABLE, font->m_dwSavedState );
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d3d_set_render_state(d3dr, D3DRS_VIEWPORTENABLE, font->m_dwSavedState);
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}
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}
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static void xdk360_render_msg_pre(xdk360_video_font_t * font)
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static void xdk360_render_msg_pre(xdk360_video_font_t * font)
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@ -645,19 +645,20 @@ static void xdk360_render_msg_pre(xdk360_video_font_t * font)
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d3dr->GetRenderState( D3DRS_VIEWPORTENABLE, (DWORD*)&font->m_dwSavedState );
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d3dr->GetRenderState( D3DRS_VIEWPORTENABLE, (DWORD*)&font->m_dwSavedState );
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/* Set the texture scaling factor as a vertex shader constant. */
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/* Set the texture scaling factor as a vertex shader constant. */
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D3DTexture_GetLevelDesc(font->m_pFontTexture, 0, &TextureDesc); // Get the description
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/* Get the description */
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d3d_texture_get_level_desc(font->m_pFontTexture, 0, &TextureDesc);
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/* Set render state. */
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/* Set render state. */
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d3d_set_texture(d3dr, 0, font->m_pFontTexture);
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d3d_set_texture(d3dr, 0, font->m_pFontTexture);
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/* Read the TextureDesc here to ensure no load/hit/store from GetLevelDesc(). */
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/* Read the TextureDesc here to ensure no load/hit/store from d3d_texture_get_level_desc(). */
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vTexScale[0] = 1.0f / TextureDesc.Width; /* LHS due to int->float conversion. */
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vTexScale[0] = 1.0f / TextureDesc.Width; /* LHS due to int->float conversion. */
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vTexScale[1] = 1.0f / TextureDesc.Height;
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vTexScale[1] = 1.0f / TextureDesc.Height;
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vTexScale[2] = 0.0f;
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vTexScale[2] = 0.0f;
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vTexScale[3] = 0.0f;
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vTexScale[3] = 0.0f;
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d3dr->SetRenderState( D3DRS_VIEWPORTENABLE, FALSE );
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d3d_set_render_state(d3dr, D3DRS_VIEWPORTENABLE, FALSE);
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d3dr->SetVertexDeclaration(font->s_FontLocals.m_pFontVertexDecl);
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d3d_set_vertex_declaration(d3dr, font->s_FontLocals.m_pFontVertexDecl);
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d3d_set_vertex_shader(d3dr, 0, font->s_FontLocals.m_pFontVertexShader);
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d3d_set_vertex_shader(d3dr, 0, font->s_FontLocals.m_pFontVertexShader);
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d3dr->SetPixelShader(font->s_FontLocals.m_pFontPixelShader);
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d3dr->SetPixelShader(font->s_FontLocals.m_pFontPixelShader);
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