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https://github.com/libretro/RetroArch
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(D3D8) Cleanups
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@ -102,24 +102,6 @@ bool d3d8_initialize_symbols(enum gfx_ctx_api api);
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void d3d8_deinitialize_symbols(void);
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static INLINE bool d3d8_check_device_type(
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LPDIRECT3D8 d3d,
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unsigned idx,
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INT32 disp_format,
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INT32 backbuffer_format,
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bool windowed_mode)
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{
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if (d3d &&
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SUCCEEDED(IDirect3D8_CheckDeviceType(d3d,
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0,
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D3DDEVTYPE_HAL,
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disp_format,
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backbuffer_format,
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windowed_mode)))
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return true;
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return false;
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}
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bool d3d8x_create_font_indirect(LPDIRECT3DDEVICE8 dev,
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void *desc, void **font_data);
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@ -130,33 +112,6 @@ void d3d8x_font_get_text_metrics(void *data, void *metrics);
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void d3d8x_font_release(void *data);
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static INLINE INT32 d3d8_get_rgb565_format(void)
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{
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#ifdef _XBOX
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return D3DFMT_LIN_R5G6B5;
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#else
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return D3DFMT_R5G6B5;
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#endif
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}
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static INLINE INT32 d3d8_get_argb8888_format(void)
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{
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#ifdef _XBOX
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return D3DFMT_LIN_A8R8G8B8;
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#else
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return D3DFMT_A8R8G8B8;
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#endif
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}
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static INLINE INT32 d3d8_get_xrgb8888_format(void)
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{
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#ifdef _XBOX
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return D3DFMT_LIN_X8R8G8B8;
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#else
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return D3DFMT_X8R8G8B8;
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#endif
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}
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void d3d8_set_mvp(void *data, const void *userdata);
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RETRO_END_DECLS
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@ -103,12 +103,12 @@ void d3d8_set_mvp(void *data, const void *mat_data)
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d3d_matrix_identity(&matrix);
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IDirect3DDevice8_SetTransform(d3dr, D3DTS_PROJECTION, (D3DMATRIX*)&matrix);
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IDirect3DDevice8_SetTransform(d3dr, D3DTS_VIEW, (D3DMATRIX*)&matrix);
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IDirect3DDevice8_SetTransform(d3dr,
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D3DTS_PROJECTION, (D3DMATRIX*)&matrix);
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IDirect3DDevice8_SetTransform(d3dr,
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D3DTS_VIEW, (D3DMATRIX*)&matrix);
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if (mat_data)
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d3d_matrix_transpose(&matrix, mat_data);
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IDirect3DDevice8_SetTransform(d3dr, D3DTS_WORLD, (D3DMATRIX*)&matrix);
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}
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@ -171,9 +171,9 @@ static void d3d8_set_vertices(
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vert[2].color = 0xFFFFFFFF;
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vert[3].color = 0xFFFFFFFF;
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verts = d3d8_vertex_buffer_lock(chain->vertex_buf);
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vbo = (LPDIRECT3DVERTEXBUFFER8)chain->vertex_buf;
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verts = d3d8_vertex_buffer_lock(vbo);
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memcpy(verts, vert, sizeof(vert));
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vbo = (LPDIRECT3DVERTEXBUFFER8)chain->vertex_buf;
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IDirect3DVertexBuffer8_Unlock(vbo);
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}
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}
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@ -274,6 +274,16 @@ static INLINE void *d3d8_vertex_buffer_new(
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return buf;
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}
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#ifdef _XBOX
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#define D3D8_RGB565_FORMAT D3DFMT_LIN_R5G6B5
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#define D3D8_XRGB8888_FORMAT D3DFMT_LIN_X8R8G8B8
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#define D3D8_ARGB8888_FORMAT D3DFMT_LIN_A8R8G8B8
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#else
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#define D3D8_RGB565_FORMAT D3DFMT_R5G6B5
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#define D3D8_XRGB8888_FORMAT D3DFMT_X8R8G8B8
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#define D3D8_ARGB8888_FORMAT D3DFMT_A8R8G8B8
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#endif
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static bool d3d8_setup_init(void *data,
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const video_info_t *video_info,
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void *dev_data,
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@ -309,7 +319,7 @@ static bool d3d8_setup_init(void *data,
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chain->tex_w, chain->tex_h, 1, 0,
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video_info->rgb32
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?
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d3d8_get_xrgb8888_format() : d3d8_get_rgb565_format(),
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D3D8_XRGB8888_FORMAT : D3D8_RGB565_FORMAT,
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D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL,
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false);
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@ -527,7 +537,7 @@ static D3DFORMAT d3d8_get_color_format_backbuffer(bool rgb32, bool windowed)
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D3DFORMAT fmt = D3DFMT_X8R8G8B8;
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#ifdef _XBOX
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if (!rgb32)
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fmt = d3d8_get_rgb565_format();
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fmt = D3D8_RGB565_FORMAT;
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#else
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if (windowed)
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{
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@ -1360,7 +1370,7 @@ static bool d3d8_overlay_load(void *data,
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overlay->tex = d3d8_texture_new(d3d->dev, NULL,
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width, height, 1, 0,
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d3d8_get_argb8888_format(),
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D3D8_ARGB8888_FORMAT,
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D3DPOOL_MANAGED, 0, 0, 0,
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NULL, NULL, false);
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@ -1602,7 +1612,7 @@ static void d3d8_set_menu_texture_frame(void *data,
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d3d->menu->tex = d3d8_texture_new(d3d->dev, NULL,
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width, height, 1,
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0, d3d8_get_argb8888_format(),
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0, D3D8_ARGB8888_FORMAT,
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D3DPOOL_MANAGED, 0, 0, 0, NULL, NULL, false);
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if (!d3d->menu->tex)
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@ -1687,7 +1697,7 @@ static void d3d8_video_texture_load_d3d(
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struct texture_image *ti = (struct texture_image*)info->data;
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LPDIRECT3DTEXTURE8 tex = (LPDIRECT3DTEXTURE8)d3d8_texture_new(d3d->dev, NULL,
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ti->width, ti->height, 0,
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usage, d3d8_get_argb8888_format(),
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usage, D3D8_ARGB8888_FORMAT,
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D3DPOOL_MANAGED, 0, 0, 0,
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NULL, NULL, false);
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