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(D3D8/D3D9) Do not run unnecessary d3d_matrix_identity call before
d3d_matrix_rotation_z - rotation_z already sets identity matrix for the matrix
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@ -803,7 +803,6 @@ static void d3d8_set_viewport(void *data,
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d3d->final_viewport.MaxZ = 0.0f;
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d3d_matrix_ortho_off_center_lh(&ortho, 0, 1, 0, 1, 0.0f, 1.0f);
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d3d_matrix_identity(&rot);
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d3d_matrix_rotation_z(&rot, d3d->dev_rotation * (M_PI / 2.0));
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d3d_matrix_multiply(&proj, &ortho, &rot);
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d3d_matrix_transpose(&d3d->mvp, &ortho);
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@ -925,7 +925,6 @@ static void d3d9_cg_renderchain_calc_and_set_shader_mvp(
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CGparameter cgp = cgGetNamedParameter(data, "modelViewProj");
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d3d_matrix_ortho_off_center_lh(&ortho, 0, vp_width, 0, vp_height, 0, 1);
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d3d_matrix_identity(&rot);
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d3d_matrix_rotation_z(&rot, rotation * (D3D_PI / 2.0));
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d3d_matrix_multiply(&proj, &ortho, &rot);
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d3d_matrix_transpose(&matrix, &proj);
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@ -351,9 +351,7 @@ static void hlsl_d3d9_renderchain_calc_and_set_shader_mvp(
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d3d_matrix_ortho_off_center_lh(&ortho, 0,
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vp_width, 0, vp_height, 0, 1);
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d3d_matrix_identity(&rot);
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d3d_matrix_rotation_z(&rot, rotation * (D3D_PI / 2.0));
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d3d_matrix_multiply(&proj, &ortho, &rot);
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d3d_matrix_transpose(&matrix, &proj);
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