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https://github.com/libretro/RetroArch
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(D3D) Create d3d_clear
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22dd54e1f5
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@ -1527,7 +1527,7 @@ static bool d3d_frame(void *data, const void *frame,
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screen_vp.Width = d3d->screen_width;
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screen_vp.Height = d3d->screen_height;
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d3d_set_viewport(d3dr, &screen_vp);
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d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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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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* can screenshot, etc. */
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@ -1536,7 +1536,7 @@ static bool d3d_frame(void *data, const void *frame,
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d3d_swap(d3d, d3dr);
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if (d3d->needs_restore)
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return true;
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d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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}
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#ifdef _XBOX
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@ -229,6 +229,20 @@ void d3d_draw_primitive(LPDIRECT3DDEVICE dev,
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#endif
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}
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void d3d_clear(LPDIRECT3DDEVICE dev,
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unsigned count, const D3DRECT *rects, unsigned flags,
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D3DCOLOR color, float z, unsigned stencil)
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{
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#if defined(_XBOX1)
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D3DDevice_Clear(count, rects, flags, color, z, stencil);
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#elif defined(_XBOX360)
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D3DDevice_Clear(dev, count, rects, flags, color, z,
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stencil, false);
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#else
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dev->Clear(count, rects, flags, color, z, stencil);
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#endif
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}
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void d3d_lockrectangle_clear(void *data,
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LPDIRECT3DTEXTURE tex,
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unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
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@ -59,6 +59,10 @@ void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev,
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void d3d_draw_primitive(LPDIRECT3DDEVICE dev,
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D3DPRIMITIVETYPE type, unsigned start, unsigned count);
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void d3d_clear(LPDIRECT3DDEVICE dev,
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unsigned count, const D3DRECT *rects, unsigned flags,
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D3DCOLOR color, float z, unsigned stencil);
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void d3d_lockrectangle_clear(void *data,
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LPDIRECT3DTEXTURE tex,
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unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
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@ -295,7 +295,7 @@ bool renderchain_render(void *chain_data, const void *data,
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viewport.MinZ = 0.0f;
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viewport.MaxZ = 1.0f;
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d3d_set_viewport(d3dr, &viewport);
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d3dr->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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viewport.Width = out_width;
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viewport.Height = out_height;
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@ -17,18 +17,8 @@
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#ifndef _XDK_DEFINES_H
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#define _XDK_DEFINES_H
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#if defined(_XBOX1)
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/* XBox 1*/
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#define RD3DDevice_SetTransform(device, State, pMatrix) D3DDevice_SetTransform(State, pMatrix)
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#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(Count, pRects, Flags, Color, Z, Stencil)
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#elif defined(_XBOX360)
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/* XBox 360*/
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#define RD3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil) D3DDevice_Clear(device, Count, pRects, Flags, Color, Z, Stencil, false)
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#endif
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#endif
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