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https://github.com/libretro/RetroArch
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(D3D) Cleanup SetTexture
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@ -553,17 +553,7 @@ void renderchain_render_pass(void *data, Pass &pass, unsigned pass_index)
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renderchain_t *chain = (renderchain_t*)data;
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renderchain_t *chain = (renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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renderchain_set_shaders(chain, pass.fPrg, pass.vPrg);
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renderchain_set_shaders(chain, pass.fPrg, pass.vPrg);
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#ifdef _XBOX
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if (g_extern.frame_count)
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{
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#if defined(_XBOX1)
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d3dr->SwitchTexture(0, pass.tex);
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#elif defined(_XBOX360)
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d3dr->SetTextureFetchConstant(0, pass.tex);
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#endif
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}
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else if(pass.tex)
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#endif
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d3dr->SetTexture(0, pass.tex);
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d3dr->SetTexture(0, pass.tex);
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D3DDevice_SetSamplerState_MinFilter(d3dr, 0, translate_filter(pass.info.pass->filter));
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D3DDevice_SetSamplerState_MinFilter(d3dr, 0, translate_filter(pass.info.pass->filter));
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D3DDevice_SetSamplerState_MagFilter(d3dr, 0, translate_filter(pass.info.pass->filter));
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D3DDevice_SetSamplerState_MagFilter(d3dr, 0, translate_filter(pass.info.pass->filter));
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@ -643,6 +643,7 @@ static void render_pass(void *data, const void *frame, unsigned width, unsigned
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blit_to_texture(d3d, frame, width, height, pitch);
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blit_to_texture(d3d, frame, width, height, pitch);
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set_vertices(d3d, 1, width, height);
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set_vertices(d3d, 1, width, height);
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#if 0
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#ifdef _XBOX
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#ifdef _XBOX
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if (g_extern.frame_count)
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if (g_extern.frame_count)
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{
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{
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@ -653,6 +654,7 @@ static void render_pass(void *data, const void *frame, unsigned width, unsigned
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#endif
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#endif
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}
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}
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else if (d3d->tex)
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else if (d3d->tex)
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#endif
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#endif
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#endif
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RD3DDevice_SetTexture(d3dr, 0, d3d->tex);
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RD3DDevice_SetTexture(d3dr, 0, d3d->tex);
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RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport);
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RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport);
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