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https://github.com/libretro/RetroArch
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Use d3d_set_viewport_wrap
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@ -1165,16 +1165,7 @@ static bool texture_image_render(d3d_video_t *d3d,
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d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL);
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if (force_fullscreen)
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{
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D3DVIEWPORT vp = {0};
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vp.Width = w;
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vp.Height = h;
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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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d3d_set_viewport(d3dr, &vp);
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}
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d3d_set_viewport_wrap(d3d, w, h, force_fullscreen, false);
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d3d_draw_primitive(d3dr, D3DPT_QUADLIST, 0, 1);
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return true;
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@ -1461,18 +1452,7 @@ static void d3d_overlay_render(d3d_video_t *d3d, overlay_t *overlay)
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video_driver_get_size(&width, &height);
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if (overlay->fullscreen)
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{
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/* Set viewport to full window. */
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D3DVIEWPORT vp_full = {0};
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vp_full.X = 0;
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vp_full.Y = 0;
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vp_full.Width = width;
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vp_full.Height = height;
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vp_full.MinZ = 0.0f;
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vp_full.MaxZ = 1.0f;
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d3d_set_viewport(d3d->dev, &vp_full);
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}
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d3d_set_viewport_wrap(d3d, width, height, true, false);
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/* Render overlay. */
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d3d_set_texture(d3d->dev, 0, overlay->tex);
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@ -1653,7 +1633,6 @@ static bool d3d_frame(void *data, const void *frame,
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const char *msg)
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{
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unsigned width, height;
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D3DVIEWPORT screen_vp;
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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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@ -1689,7 +1668,7 @@ static bool d3d_frame(void *data, const void *frame,
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gfx_ctx_set_resize(d3d, width, height);
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d3d_calculate_rect(d3d, width, width, false, true);
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d3d_set_viewport_wrap(d3d, width, height, false, true);
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d3d->renderchain_driver->set_final_viewport(d3d,
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d3d->renderchain_data, &d3d->final_viewport);
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@ -1697,13 +1676,7 @@ static bool d3d_frame(void *data, const void *frame,
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/* render_chain() only clears out viewport,
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* clear out everything. */
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screen_vp.X = 0;
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screen_vp.Y = 0;
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screen_vp.MinZ = 0;
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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_set_viewport_wrap(d3d, width, height, false, false);
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d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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/* Insert black frame first, so we
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