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https://github.com/libretro/RetroArch
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Simplify d3d9_hlsl_load_program
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c4a38f24d1
commit
5a84170efe
@ -129,7 +129,6 @@ static void hlsl_use(hlsl_shader_data_t *hlsl,
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}
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static bool d3d9_hlsl_load_program(
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hlsl_shader_data_t *hlsl,
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LPDIRECT3DDEVICE9 dev,
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struct shader_pass *pass,
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const char *prog, bool path_is_file)
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@ -199,7 +198,7 @@ static bool hlsl_load_shader(hlsl_shader_data_t *hlsl,
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RARCH_LOG("[D3D9 HLSL]: Loading Cg/HLSL shader: \"%s\".\n", path_buf);
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if (!d3d9_hlsl_load_program(hlsl, dev, &pass, path_buf, true))
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if (!d3d9_hlsl_load_program(dev, &pass, path_buf, true))
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return false;
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hlsl->prg[i + 1].fprg = pass.fprg;
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@ -231,7 +230,7 @@ static bool hlsl_load_plain(hlsl_shader_data_t *hlsl, LPDIRECT3DDEVICE9 dev,
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strlcpy(hlsl->cg_shader->pass[0].source.path,
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path, sizeof(hlsl->cg_shader->pass[0].source.path));
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if (!d3d9_hlsl_load_program(hlsl, dev, &pass, path, true))
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if (!d3d9_hlsl_load_program(dev, &pass, path, true))
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return false;
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hlsl->prg[1].fprg = pass.fprg;
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@ -308,7 +307,7 @@ static hlsl_shader_data_t *hlsl_init(hlsl_renderchain_t *chain, const char *path
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return NULL;
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/* Load stock shader */
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if (!d3d9_hlsl_load_program(hlsl, chain->chain.dev, &pass, stock_hlsl_program, false))
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if (!d3d9_hlsl_load_program(chain->chain.dev, &pass, stock_hlsl_program, false))
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{
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RARCH_ERR("[D3D9 HLSL]: Failed to compile passthrough shader, is something wrong with your environment?\n");
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goto error;
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@ -505,23 +504,6 @@ static bool hlsl_d3d9_renderchain_create_first_pass(
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d3d9_set_texture(chain->dev, 0, NULL);
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}
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pass.vertex_buf = d3d9_vertex_buffer_new(
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dev, 4 * sizeof(struct D3D9Vertex),
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D3DUSAGE_WRITEONLY,
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0,
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D3DPOOL_MANAGED,
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NULL);
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if (!pass.vertex_buf)
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return false;
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pass.tex = d3d9_texture_new(dev, NULL,
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pass.info.tex_w, pass.info.tex_h, 1, 0, fmt,
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0, 0, 0, 0, NULL, NULL, false);
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if (!pass.tex)
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return false;
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d3d9_set_sampler_address_u(dev, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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d3d9_set_sampler_address_v(dev, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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d3d9_set_render_state(dev, D3DRS_CULLMODE, D3DCULL_NONE);
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