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https://github.com/libretro/RetroArch
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(D3D8/9) Cleanups
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@ -207,26 +207,6 @@ static INLINE void d3d8_surface_free(LPDIRECT3DSURFACE8 surf)
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IDirect3DSurface8_Release(surf);
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}
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static INLINE bool d3d8_device_get_render_target(
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LPDIRECT3DDEVICE8 dev,
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unsigned idx, void **data)
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{
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if (dev &&
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SUCCEEDED(IDirect3DDevice8_GetRenderTarget(dev,
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(LPDIRECT3DSURFACE8*)data)))
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return true;
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return false;
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}
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static INLINE bool d3d8_get_render_state(LPDIRECT3DDEVICE8 dev,
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D3DRENDERSTATETYPE state, DWORD *value)
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{
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if (dev &&
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IDirect3DDevice8_GetRenderState(dev, state, value) == D3D_OK)
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return true;
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return false;
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}
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static INLINE bool d3d8_surface_lock_rect(
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LPDIRECT3DSURFACE8 surf, void *data2)
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{
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@ -222,33 +222,6 @@ static INLINE void d3d9_free_pixel_shader(LPDIRECT3DDEVICE9 dev,
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IDirect3DPixelShader9_Release(ps);
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}
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static INLINE bool d3d9_set_pixel_shader(
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LPDIRECT3DDEVICE9 dev,
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LPDIRECT3DPIXELSHADER9 shader)
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{
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#ifdef _XBOX
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/* Returns void on Xbox */
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IDirect3DDevice9_SetPixelShader(dev, shader);
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#else
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if (IDirect3DDevice9_SetPixelShader(dev, shader) != D3D_OK)
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return false;
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#endif
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return true;
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}
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static INLINE bool d3d9_set_vertex_shader(
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LPDIRECT3DDEVICE9 dev, LPDIRECT3DVERTEXSHADER9 shader)
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{
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#ifdef _XBOX
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IDirect3DDevice9_SetVertexShader(dev, shader);
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#else
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if (IDirect3DDevice9_SetVertexShader(dev, shader) != D3D_OK)
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return false;
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#endif
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return true;
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}
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static INLINE bool d3d9_set_vertex_shader_constantf(
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LPDIRECT3DDEVICE9 dev,
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UINT start_register,
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@ -114,13 +114,11 @@ static INLINE void d3d9_hlsl_set_param_1f(LPD3DXCONSTANTTABLE prog, LPDIRECT3DDE
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d3d9x_constant_table_set_float(prog, userdata, (void*)param, *val);
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}
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static INLINE void d3d9_hlsl_bind_program(struct shader_pass *pass,
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LPDIRECT3DDEVICE9 dev)
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static INLINE void d3d9_hlsl_bind_program(LPDIRECT3DDEVICE9 dev,
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struct shader_pass *pass)
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{
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if (!pass)
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return;
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d3d9_set_vertex_shader(dev, (LPDIRECT3DVERTEXSHADER9)pass->vprg);
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d3d9_set_pixel_shader(dev, (LPDIRECT3DPIXELSHADER9)pass->fprg);
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IDirect3DDevice9_SetVertexShader(dev, (LPDIRECT3DVERTEXSHADER9)pass->vprg);
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IDirect3DDevice9_SetPixelShader(dev, (LPDIRECT3DPIXELSHADER9)pass->fprg);
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}
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static INLINE void d3d9_hlsl_set_param_matrix(LPD3DXCONSTANTTABLE prog, LPDIRECT3DDEVICE9 userdata,
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@ -550,7 +548,7 @@ static bool hlsl_d3d9_renderchain_init(
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if (!d3d9_hlsl_load_program(chain->chain.dev, &chain->stock_shader, stock_hlsl_program))
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return false;
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d3d9_hlsl_bind_program(&chain->stock_shader, dev);
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d3d9_hlsl_bind_program(dev, &chain->stock_shader);
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return true;
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}
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@ -577,9 +575,9 @@ static void hlsl_d3d9_renderchain_render_pass(
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with the stock shader as at least the last pass
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is not setup correctly */
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#if 0
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d3d9_hlsl_bind_program(pass, chain->chain.dev);
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d3d9_hlsl_bind_program(chain->chain.dev, pass);
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#else
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d3d9_hlsl_bind_program(&chain->stock_shader, chain->chain.dev);
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d3d9_hlsl_bind_program(chain->chain.dev, &chain->stock_shader);
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#endif
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IDirect3DDevice9_SetTexture(chain->chain.dev, 0,
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@ -786,7 +784,7 @@ static bool hlsl_d3d9_renderchain_render(
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d3d9_surface_free(back_buffer);
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d3d9_renderchain_end_render(&chain->chain);
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d3d9_hlsl_bind_program(&chain->stock_shader, chain->chain.dev);
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d3d9_hlsl_bind_program(chain->chain.dev, &chain->stock_shader);
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hlsl_d3d9_renderchain_calc_and_set_shader_mvp(
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chain, &chain->stock_shader,
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chain->chain.final_viewport->Width,
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