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https://github.com/libretro/RetroArch
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Create d3d9_renderchain_destroy_passes_and_luts
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c022190895
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08425d978c
@ -644,30 +644,7 @@ void d3d9_cg_renderchain_free(void *data)
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return;
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d3d9_cg_destroy_resources(chain);
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if (chain->chain.passes)
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{
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unsigned i;
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for (i = 0; i < chain->chain.passes->count; i++)
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{
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if (chain->chain.passes->data[i].attrib_map)
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free(chain->chain.passes->data[i].attrib_map);
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}
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shader_pass_vector_list_free(chain->chain.passes);
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chain->chain.passes = NULL;
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}
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lut_info_vector_list_free(chain->chain.luts);
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unsigned_vector_list_free(chain->chain.bound_tex);
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unsigned_vector_list_free(chain->chain.bound_vert);
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chain->chain.luts = NULL;
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chain->chain.bound_tex = NULL;
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chain->chain.bound_vert = NULL;
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d3d9_renderchain_destroy_passes_and_luts(&chain->chain);
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d3d9_cg_deinit_context_state(chain);
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free(chain);
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@ -765,30 +765,7 @@ static void hlsl_d3d9_renderchain_free(void *data)
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hlsl_deinit(chain->shader_pipeline);
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d3d9_hlsl_destroy_resources(chain);
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if (chain->chain.passes)
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{
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unsigned i;
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for (i = 0; i < chain->chain.passes->count; i++)
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{
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if (chain->chain.passes->data[i].attrib_map)
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free(chain->chain.passes->data[i].attrib_map);
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}
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shader_pass_vector_list_free(chain->chain.passes);
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chain->chain.passes = NULL;
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}
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lut_info_vector_list_free(chain->chain.luts);
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unsigned_vector_list_free(chain->chain.bound_tex);
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unsigned_vector_list_free(chain->chain.bound_vert);
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chain->chain.luts = NULL;
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chain->chain.bound_tex = NULL;
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chain->chain.bound_vert = NULL;
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d3d9_renderchain_destroy_passes_and_luts(&chain->chain);
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free(chain);
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}
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@ -140,6 +140,33 @@ static INLINE bool d3d9_renderchain_add_lut(d3d9_renderchain_t *chain,
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return true;
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}
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static INLINE void d3d9_renderchain_destroy_passes_and_luts(
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d3d9_renderchain_t *chain)
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{
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if (chain->passes)
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{
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unsigned i;
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for (i = 0; i < chain->passes->count; i++)
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{
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if (chain->passes->data[i].attrib_map)
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free(chain->passes->data[i].attrib_map);
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}
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shader_pass_vector_list_free(chain->passes);
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chain->passes = NULL;
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}
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lut_info_vector_list_free(chain->luts);
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unsigned_vector_list_free(chain->bound_tex);
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unsigned_vector_list_free(chain->bound_vert);
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chain->luts = NULL;
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chain->bound_tex = NULL;
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chain->bound_vert = NULL;
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}
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static INLINE void d3d9_renderchain_add_lut_internal(
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d3d9_renderchain_t *chain,
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unsigned index, unsigned i)
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