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https://github.com/libretro/RetroArch
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(D3D) Make renderchain_blit_to_texture static
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@ -1261,6 +1261,26 @@ static void renderchain_set_viewport(void *data, void *viewport_data)
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d3d_set_viewport(d3dr, vp);
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d3d_set_viewport(d3dr, vp);
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}
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}
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static void renderchain_blit_to_texture(void *data,
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const void *frame,
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unsigned width, unsigned height,
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unsigned pitch)
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{
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D3DLOCKED_RECT d3dlr;
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renderchain_t *chain = (renderchain_t*)data;
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Pass *first = (Pass*)&chain->passes[0];
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driver_t *driver = driver_get_ptr();
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if (first->last_width != width || first->last_height != height)
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{
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d3d_lockrectangle_clear(first, first->tex, 0, &d3dlr,
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NULL, first->info.tex_h, D3DLOCK_NOSYSLOCK);
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}
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d3d_texture_blit(driver->video_data, chain->pixel_size, first->tex,
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&d3dlr, frame, width, height, pitch);
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}
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bool renderchain_render(void *chain_data, const void *data,
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bool renderchain_render(void *chain_data, const void *data,
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unsigned width, unsigned height, unsigned pitch, unsigned rotation)
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unsigned width, unsigned height, unsigned pitch, unsigned rotation)
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{
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{
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@ -1397,24 +1417,6 @@ void renderchain_convert_geometry(
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}
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}
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}
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}
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void renderchain_blit_to_texture(void *data, const void *frame,
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unsigned width, unsigned height,
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unsigned pitch)
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{
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D3DLOCKED_RECT d3dlr;
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renderchain_t *chain = (renderchain_t*)data;
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Pass *first = (Pass*)&chain->passes[0];
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driver_t *driver = driver_get_ptr();
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if (first->last_width != width || first->last_height != height)
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{
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d3d_lockrectangle_clear(first, first->tex, 0, &d3dlr,
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NULL, first->info.tex_h, D3DLOCK_NOSYSLOCK);
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}
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d3d_texture_blit(driver->video_data, chain->pixel_size, first->tex,
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&d3dlr, frame, width, height, pitch);
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}
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static void renderchain_unbind_all(void *data)
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static void renderchain_unbind_all(void *data)
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{
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{
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@ -72,10 +72,6 @@ void renderchain_convert_geometry(void *data, const void *info_data,
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unsigned width, unsigned height,
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unsigned width, unsigned height,
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D3DVIEWPORT *final_viewport);
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D3DVIEWPORT *final_viewport);
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void renderchain_blit_to_texture(void *data, const void *frame,
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unsigned width, unsigned height,
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unsigned pitch);
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void renderchain_render_pass(void *data, void *pass_data, unsigned pass_index);
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void renderchain_render_pass(void *data, void *pass_data, unsigned pass_index);
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bool renderchain_init_shader_fvf(void *data, void *pass_data);
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bool renderchain_init_shader_fvf(void *data, void *pass_data);
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@ -264,7 +264,7 @@ static void renderchain_set_vertices(void *data, unsigned pass,
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#endif
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#endif
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}
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}
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void renderchain_blit_to_texture(void *data, const void *frame,
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static void renderchain_blit_to_texture(void *data, const void *frame,
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unsigned width, unsigned height, unsigned pitch)
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unsigned width, unsigned height, unsigned pitch)
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{
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{
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D3DLOCKED_RECT d3dlr;
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D3DLOCKED_RECT d3dlr;
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