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https://github.com/libretro/RetroArch
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(D3D) Turn some functions static
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d9aa01da06
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@ -1388,6 +1388,31 @@ void renderchain_blit_to_texture(void *data, const void *frame,
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&d3dlr, frame, width, height, pitch);
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}
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static void renderchain_unbind_all(void *data)
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{
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unsigned i;
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renderchain_t *chain = (renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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/* Have to be a bit anal about it.
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* Render targets hate it when they have filters apparently.
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*/
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for (i = 0; i < chain->bound_tex.size(); i++)
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{
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d3d_set_sampler_minfilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
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d3d_set_sampler_magfilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
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d3d_set_texture(d3dr, chain->bound_tex[i], NULL);
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}
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for (i = 0; i < chain->bound_vert.size(); i++)
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d3d_set_stream_source(d3dr, chain->bound_vert[i], 0, 0, 0);
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chain->bound_tex.clear();
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chain->bound_vert.clear();
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}
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void renderchain_render_pass(void *data, void *pass_data, unsigned pass_index)
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{
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unsigned i;
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@ -1473,27 +1498,3 @@ void renderchain_log_info(void *data, const void *info_data)
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info->pass->filter == RARCH_FILTER_LINEAR ? "true" : "false");
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}
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void renderchain_unbind_all(void *data)
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{
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unsigned i;
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renderchain_t *chain = (renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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/* Have to be a bit anal about it.
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* Render targets hate it when they have filters apparently.
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*/
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for (i = 0; i < chain->bound_tex.size(); i++)
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{
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d3d_set_sampler_minfilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
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d3d_set_sampler_magfilter(d3dr,
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chain->bound_tex[i], D3DTEXF_POINT);
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d3d_set_texture(d3dr, chain->bound_tex[i], NULL);
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}
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for (i = 0; i < chain->bound_vert.size(); i++)
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d3d_set_stream_source(d3dr, chain->bound_vert[i], 0, 0, 0);
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chain->bound_tex.clear();
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chain->bound_vert.clear();
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}
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@ -104,8 +104,6 @@ void renderchain_render_pass(void *data, void *pass_data, unsigned pass_index);
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void renderchain_log_info(void *data, const void *info_data);
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void renderchain_unbind_all(void *data);
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bool renderchain_compile_shaders(void *data, void *fragment_data,
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void *vertex_data, const std::string &shader);
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