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Buildfixes
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@ -99,6 +99,7 @@ static void d3d_free_overlay(d3d_video_t *d3d, overlay_t *overlay);
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static void d3d_deinit_chain(d3d_video_t *d3d)
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{
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if (d3d && d3d->renderchain_driver && d3d->renderchain_driver->chain_free)
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d3d->renderchain_driver->chain_free(d3d->renderchain_data);
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d3d->renderchain_driver = NULL;
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@ -1698,19 +1699,23 @@ static void video_texture_load_d3d(struct texture_image *ti,
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static int video_texture_load_wrap_d3d_mipmap(void *data)
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{
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return video_texture_load_d3d(data, TEXTURE_BACKEND_DIRECT3D,
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TEXTURE_FILTER_MIPMAP_LINEAR);
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uintptr_t id = 0;
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video_texture_load_d3d((texture_image*)data, TEXTURE_FILTER_MIPMAP_LINEAR, &id);
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return id;
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}
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static int video_texture_load_wrap_d3d(void *data)
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{
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return video_texture_load_d3d(data, TEXTURE_BACKEND_DIRECT3D,
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TEXTURE_FILTER_LINEAR);
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uintptr_t id = 0;
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video_texture_load_d3d((texture_image*)data, TEXTURE_FILTER_LINEAR, &id);
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return id;
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}
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static unsigned d3d_load_texture(void *video_data, void *data,
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bool threaded, enum texture_filter_type filter_type)
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{
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uintptr_t id = 0;
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if (threaded)
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{
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custom_command_method_t func = video_texture_load_wrap_d3d;
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@ -1731,7 +1736,8 @@ static unsigned d3d_load_texture(void *video_data, void *data,
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return rarch_threaded_video_texture_load(data, func);
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}
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return video_texture_load_d3d(data, type, filter_type);
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video_texture_load_d3d((texture_image*)data, filter_type, &id);
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return id;
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}
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static void d3d_unload_texture(void *data, uintptr_t *id)
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@ -3498,7 +3498,7 @@ static int video_texture_load_wrap_gl_mipmap(void *data)
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if (!data)
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return 0;
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video_texture_load_gl(data, TEXTURE_FILTER_MIPMAP_LINEAR, &id);
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video_texture_load_gl((struct texture_image*)data, TEXTURE_FILTER_MIPMAP_LINEAR, &id);
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return id;
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}
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@ -3508,7 +3508,7 @@ static int video_texture_load_wrap_gl(void *data)
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if (!data)
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return 0;
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video_texture_load_gl(data, TEXTURE_FILTER_LINEAR, &id);
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video_texture_load_gl((struct texture_image*)data, TEXTURE_FILTER_LINEAR, &id);
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return id;
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}
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@ -3533,7 +3533,7 @@ static unsigned gl_load_texture(void *video_data, void *data,
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return rarch_threaded_video_texture_load(data, func);
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}
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video_texture_load_gl(data, filter_type, &id);
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video_texture_load_gl((struct texture_image*)data, filter_type, &id);
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return id;
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}
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