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Call d3d_calculate_rect from set_viewport_wrap
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@ -382,24 +382,8 @@ static void d3d_set_viewport_wrap(void *data,
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bool force_fullscreen,
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bool force_fullscreen,
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bool allow_rotate)
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bool allow_rotate)
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{
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{
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D3DVIEWPORT vp_full;
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LPDIRECT3DDEVICE d3dr;
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d3d_video_t *d3d = (d3d_video_t*)data;
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d3d_video_t *d3d = (d3d_video_t*)data;
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d3d_calculate_rect(d3d, width, height, force_fullscreen, allow_rotate);
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vp_full.X = 0;
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vp_full.Y = 0;
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vp_full.Width = width;
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vp_full.Height = height;
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vp_full.MinZ = 0.0f;
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vp_full.MaxZ = 1.0f;
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d3dr = (LPDIRECT3DDEVICE)d3d->dev;
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if (force_fullscreen)
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d3d_set_viewport(d3dr, &vp_full);
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else
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d3d_set_viewport(d3dr, &d3d->final_viewport);
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d3d->renderchain_driver->set_final_viewport(d3d,
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d3d->renderchain_driver->set_final_viewport(d3d,
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d3d->renderchain_data, &d3d->final_viewport);
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d3d->renderchain_data, &d3d->final_viewport);
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}
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}
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