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https://github.com/libretro/RetroArch
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(360) Add viewport hack for now so that XUI doesn't get
cut off depending on the viewport of the game
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7fb7077f56
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@ -1803,10 +1803,22 @@ deinit:
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bool menu_iterate_xui(void)
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bool menu_iterate_xui(void)
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{
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{
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->d3d_render_device;
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app.RunFrame(); /* Update XUI */
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app.RunFrame(); /* Update XUI */
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XuiRenderBegin( app.GetDC(), D3DCOLOR_ARGB( 255, 0, 0, 0 ) );
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XuiRenderBegin( app.GetDC(), D3DCOLOR_ARGB( 255, 0, 0, 0 ) );
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D3DVIEWPORT vp = {0};
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vp.Width = d3d->win_width;
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vp.Height = d3d->win_height;
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vp.X = 0;
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vp.Y = 0;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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RD3DDevice_SetViewport(d3dr, &vp);
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D3DXMATRIX matOrigView;
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D3DXMATRIX matOrigView;
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XuiRenderGetViewTransform( app.GetDC(), &matOrigView );
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XuiRenderGetViewTransform( app.GetDC(), &matOrigView );
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@ -817,10 +817,6 @@ static bool xdk_d3d_frame(void *data, const void *frame,
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D3DSurface* pRenderTarget0;
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D3DSurface* pRenderTarget0;
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#endif
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#endif
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#ifndef _XBOX1
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RD3DDevice_Clear(d3d->d3d_render_device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
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#endif
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if (d3d->last_width != width || d3d->last_height != height)
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if (d3d->last_width != width || d3d->last_height != height)
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{
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{
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D3DLOCKED_RECT d3dlr;
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D3DLOCKED_RECT d3dlr;
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