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https://github.com/libretro/RetroArch
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Rename d3d_set_viewport_wrap to d3d_set_viewport
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1f49ed0438
commit
07cf7cbd36
@ -269,34 +269,12 @@ static bool d3d_init_base(void *data, const video_info_t *info)
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return true;
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}
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static void d3d_set_viewport(d3d_video_t *d3d, int x, int y,
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unsigned width, unsigned height)
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{
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D3DVIEWPORT viewport;
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/* D3D doesn't support negative X/Y viewports ... */
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if (x < 0)
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x = 0;
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if (y < 0)
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y = 0;
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viewport.X = x;
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viewport.Y = y;
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viewport.Width = width;
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viewport.Height = height;
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viewport.MinZ = 0.0f;
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viewport.MaxZ = 1.0f;
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d3d->final_viewport = viewport;
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d3d_set_font_rect(d3d, NULL);
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}
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static void d3d_set_viewport_wrap(void *data,
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static void d3d_set_viewport(void *data,
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unsigned width, unsigned height,
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bool force_full,
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bool allow_rotate)
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{
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D3DVIEWPORT viewport;
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d3d_video_t *d3d = (d3d_video_t*)data;
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int x = 0;
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int y = 0;
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@ -355,7 +333,23 @@ static void d3d_set_viewport_wrap(void *data,
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}
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}
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d3d_set_viewport(d3d, x, y, new_width, new_height);
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/* D3D doesn't support negative X/Y viewports ... */
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if (x < 0)
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x = 0;
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if (y < 0)
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y = 0;
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viewport.X = x;
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viewport.Y = y;
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viewport.Width = width;
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viewport.Height = height;
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viewport.MinZ = 0.0f;
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viewport.MaxZ = 1.0f;
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d3d->final_viewport = viewport;
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d3d_set_font_rect(d3d, NULL);
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if (d3d->renderchain_driver && d3d->renderchain_data)
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d3d->renderchain_driver->set_final_viewport(d3d,
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@ -427,7 +421,7 @@ static bool d3d_initialize(d3d_video_t *d3d, const video_info_t *info)
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}
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video_driver_get_size(&width, &height);
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d3d_set_viewport_wrap(d3d,
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d3d_set_viewport(d3d,
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width, height, false, true);
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#if defined(_XBOX360)
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@ -1148,7 +1142,7 @@ static bool texture_image_render(d3d_video_t *d3d,
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d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL);
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if (force_fullscreen)
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d3d_set_viewport_wrap(d3d, w, h, force_fullscreen, false);
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d3d_set_viewport(d3d, w, h, force_fullscreen, false);
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d3d_draw_primitive(d3dr, D3DPT_QUADLIST, 0, 1);
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return true;
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@ -1435,7 +1429,7 @@ static void d3d_overlay_render(d3d_video_t *d3d, overlay_t *overlay)
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video_driver_get_size(&width, &height);
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if (overlay->fullscreen)
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d3d_set_viewport_wrap(d3d, width, height, true, false);
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d3d_set_viewport(d3d, width, height, true, false);
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/* Render overlay. */
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d3d_set_texture(d3d->dev, 0, overlay->tex);
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@ -1447,7 +1441,7 @@ static void d3d_overlay_render(d3d_video_t *d3d, overlay_t *overlay)
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/* Restore previous state. */
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d3d_disable_blend_func(d3d->dev);
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d3d_set_viewport(d3d->dev, &d3d->final_viewport);
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d3d_set_viewport(d3d->dev, width, height, false, false);
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}
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static void d3d_free_overlay(d3d_video_t *d3d, overlay_t *overlay)
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@ -1648,17 +1642,13 @@ static bool d3d_frame(void *data, const void *frame,
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if (d3d->should_resize)
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{
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d3d->should_resize = false;
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gfx_ctx_set_resize(d3d, width, height);
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d3d_set_viewport_wrap(d3d, width, height, false, true);
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gfx_ctx_set_resize(d3d, width, height);
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d3d_set_viewport(d3d, width, height, false, true);
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}
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/* render_chain() only clears out viewport,
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* clear out everything. */
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d3d_set_viewport_wrap(d3d, width, height, false, false);
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d3d_set_viewport(d3d, width, height, false, false);
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d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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/* Insert black frame first, so we
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@ -1993,7 +1983,7 @@ video_driver_t video_d3d = {
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d3d_set_shader,
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d3d_free,
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"d3d",
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d3d_set_viewport_wrap,
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d3d_set_viewport,
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d3d_set_rotation,
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d3d_viewport_info,
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d3d_read_viewport,
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