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(D3D) Cleanups pt. 2
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@ -131,14 +131,10 @@ void d3d_vertex_buffer_unlock(LPDIRECT3DVERTEXBUFFER vertbuf)
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void *d3d_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER vertbuf)
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void *d3d_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER vertbuf)
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{
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{
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#ifdef _XBOX1
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BYTE *buf;
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#else
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void *buf;
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void *buf;
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#endif
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#if defined(_XBOX1)
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#if defined(_XBOX1)
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buf = D3DVertexBuffer_Lock2(vertbuf, 0);
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buf = (void*)D3DVertexBuffer_Lock2(vertbuf, 0);
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#elif defined(_XBOX360)
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#elif defined(_XBOX360)
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buf = D3DVertexBuffer_Lock(vertbuf, 0, 0, 0);
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buf = D3DVertexBuffer_Lock(vertbuf, 0, 0, 0);
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#else
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#else
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@ -264,7 +260,7 @@ void d3d_lockrectangle_clear(void *data,
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D3DTexture_LockRect(tex, level, lock_rect, rect, flags);
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D3DTexture_LockRect(tex, level, lock_rect, rect, flags);
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memset(lock_rect->pBits, 0, chain->tex_h * lock_rect->Pitch);
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memset(lock_rect->pBits, 0, chain->tex_h * lock_rect->Pitch);
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#else
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#else
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Pass *pass = (Pass*)data;
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Pass *pass = (Pass*)data;
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if (SUCCEEDED(tex->LockRect(level, lock_rect, rect, flags)))
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if (SUCCEEDED(tex->LockRect(level, lock_rect, rect, flags)))
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{
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{
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memset(lock_rect->pBits, level, pass->info.tex_h * lock_rect->Pitch);
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memset(lock_rect->pBits, level, pass->info.tex_h * lock_rect->Pitch);
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@ -326,8 +322,6 @@ void d3d_texture_blit(void *data, void *renderchain_data,
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unsigned y;
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unsigned y;
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d3d_video_t *d3d = (d3d_video_t*)data;
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d3d_video_t *d3d = (d3d_video_t*)data;
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(void)data;
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(void)d3d;
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(void)y;
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(void)y;
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if (!d3d)
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if (!d3d)
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