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https://github.com/libretro/RetroArch
synced 2025-03-01 16:13:40 +00:00
don't grab pointer to d3d device
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parent
fbe0b5cb5f
commit
23a9715f26
@ -905,7 +905,6 @@ static bool d3d_init_chain(d3d_video_t *d3d, const video_info_t *video_info)
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{
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unsigned current_width, current_height, out_width, out_height;
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unsigned i = 0;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
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LinkInfo link_info = {0};
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(void)i;
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@ -943,7 +942,7 @@ static bool d3d_init_chain(d3d_video_t *d3d, const video_info_t *video_info)
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!d3d->renderchain_driver->init(
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d3d,
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&d3d->video_info,
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d3dr, &d3d->final_viewport, &link_info,
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d3d->dev, &d3d->final_viewport, &link_info,
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d3d->video_info.rgb32)
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)
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{
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@ -1009,7 +1008,6 @@ static bool texture_image_render(d3d_video_t *d3d,
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LPDIRECT3DTEXTURE d3dt;
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LPDIRECT3DVERTEXBUFFER d3dv;
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void *verts = NULL;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
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float fX = (float)(x);
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float fY = (float)(y);
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@ -1046,14 +1044,14 @@ static bool texture_image_render(d3d_video_t *d3d,
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d3d_enable_alpha_blend_texture_func(d3d->dev);
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/* Draw the quad. */
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d3d_set_texture(d3dr, 0, d3dt);
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d3d_set_stream_source(d3dr, 0,
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d3d_set_texture(d3d->dev, 0, d3dt);
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d3d_set_stream_source(d3d->dev, 0,
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d3dv, 0, sizeof(Vertex));
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d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL);
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d3d_set_vertex_shader(d3d->dev, D3DFVF_CUSTOMVERTEX, NULL);
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if (force_fullscreen)
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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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d3d_draw_primitive(d3d->dev, D3DPT_QUADLIST, 0, 1);
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return true;
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}
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@ -1446,7 +1444,6 @@ static bool d3d_frame(void *data, const void *frame,
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static struct retro_perf_counter d3d_frame = {0};
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unsigned i = 0;
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d3d_video_t *d3d = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
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settings_t *settings = config_get_ptr();
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HWND window = win32_get_window();
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@ -1492,16 +1489,16 @@ static bool d3d_frame(void *data, const void *frame,
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screen_vp.MaxZ = 1;
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screen_vp.Width = width;
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screen_vp.Height = height;
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d3d_set_viewport(d3dr, &screen_vp);
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d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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d3d_set_viewport(d3d->dev, &screen_vp);
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d3d_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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/* Insert black frame first, so we
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* can screenshot, etc. */
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if (settings->video.black_frame_insertion)
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{
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if (!d3d_swap(d3d, d3dr) || d3d->needs_restore)
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if (!d3d_swap(d3d, d3d->dev) || d3d->needs_restore)
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return true;
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d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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d3d_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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}
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if (
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