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https://github.com/libretro/RetroArch
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Implement set min/mag/u/v for D3D8
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2b81f945df
commit
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@ -162,7 +162,7 @@ void d3d_vertex_buffer_unlock(void *vertbuf_ptr)
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void *d3d_vertex_buffer_lock(void *vertbuf_ptr)
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void *d3d_vertex_buffer_lock(void *vertbuf_ptr)
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{
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{
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void *buf;
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void *buf = NULL;
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LPDIRECT3DVERTEXBUFFER vertbuf = (LPDIRECT3DVERTEXBUFFER)vertbuf_ptr;
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LPDIRECT3DVERTEXBUFFER vertbuf = (LPDIRECT3DVERTEXBUFFER)vertbuf_ptr;
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#if defined(_XBOX1)
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#if defined(_XBOX1)
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@ -227,7 +227,7 @@ void d3d_set_sampler_address_u(LPDIRECT3DDEVICE dev,
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#elif defined(HAVE_D3D9) && !defined(__cplusplus)
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#elif defined(HAVE_D3D9) && !defined(__cplusplus)
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IDirect3DDevice9_SetSamplerState(dev, sampler, D3DSAMP_ADDRESSU, value);
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IDirect3DDevice9_SetSamplerState(dev, sampler, D3DSAMP_ADDRESSU, value);
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#elif defined(HAVE_D3D8)
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#elif defined(HAVE_D3D8)
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/* TODO/FIXME - we need a D3D8 implementation here */
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dev->SetTextureStageState(sampler, D3DTSS_ADDRESSU, value);
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#else
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#else
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dev->SetSamplerState(sampler, D3DSAMP_ADDRESSU, value);
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dev->SetSamplerState(sampler, D3DSAMP_ADDRESSU, value);
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#endif
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#endif
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@ -244,7 +244,7 @@ void d3d_set_sampler_address_v(LPDIRECT3DDEVICE dev,
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#elif defined(HAVE_D3D9) && !defined(__cplusplus)
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#elif defined(HAVE_D3D9) && !defined(__cplusplus)
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IDirect3DDevice9_SetSamplerState(dev, sampler, D3DSAMP_ADDRESSV, value);
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IDirect3DDevice9_SetSamplerState(dev, sampler, D3DSAMP_ADDRESSV, value);
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#elif defined(HAVE_D3D8)
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#elif defined(HAVE_D3D8)
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/* TODO/FIXME - we need a D3D8 implementation here */
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dev->SetTextureStageState(sampler, D3DTSS_ADDRESSV, value);
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#else
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#else
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dev->SetSamplerState(sampler, D3DSAMP_ADDRESSV, value);
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dev->SetSamplerState(sampler, D3DSAMP_ADDRESSV, value);
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#endif
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#endif
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@ -261,7 +261,7 @@ void d3d_set_sampler_minfilter(LPDIRECT3DDEVICE dev,
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#elif defined(HAVE_D3D9) && !defined(__cplusplus)
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#elif defined(HAVE_D3D9) && !defined(__cplusplus)
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IDirect3DDevice9_SetSamplerState(dev, sampler, D3DSAMP_MINFILTER, value);
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IDirect3DDevice9_SetSamplerState(dev, sampler, D3DSAMP_MINFILTER, value);
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#elif defined(HAVE_D3D8)
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#elif defined(HAVE_D3D8)
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/* TODO/FIXME - we need a D3D8 implementation here */
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dev->SetTextureStageState(sampler, D3DTSS_MINFILTER, value);
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#else
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#else
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dev->SetSamplerState(sampler, D3DSAMP_MINFILTER, value);
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dev->SetSamplerState(sampler, D3DSAMP_MINFILTER, value);
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#endif
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#endif
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@ -278,7 +278,7 @@ void d3d_set_sampler_magfilter(LPDIRECT3DDEVICE dev,
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#elif defined(HAVE_D3D9) && !defined(__cplusplus)
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#elif defined(HAVE_D3D9) && !defined(__cplusplus)
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IDirect3DDevice9_SetSamplerState(dev, sampler, D3DSAMP_MAGFILTER, value);
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IDirect3DDevice9_SetSamplerState(dev, sampler, D3DSAMP_MAGFILTER, value);
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#elif defined(HAVE_D3D8)
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#elif defined(HAVE_D3D8)
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/* TODO/FIXME - we need a D3D8 implementation here */
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dev->SetTextureStageState(sampler, D3DTSS_MAGFILTER, value);
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#else
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#else
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dev->SetSamplerState(sampler, D3DSAMP_MAGFILTER, value);
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dev->SetSamplerState(sampler, D3DSAMP_MAGFILTER, value);
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#endif
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#endif
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