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https://github.com/libretro/RetroArch
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Create d3d9_init_renderchain
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@ -107,7 +107,7 @@ static INLINE CGparameter d3d9_cg_find_param_from_semantic(
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return ret;
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return ret;
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}
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}
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if ( cgGetParameterDirection(param) != CG_IN
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if ( cgGetParameterDirection(param) != CG_IN
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|| cgGetParameterVariability(param) != CG_VARYING)
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|| cgGetParameterVariability(param) != CG_VARYING)
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continue;
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continue;
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@ -147,8 +147,10 @@ static bool d3d9_cg_load_program(void *data,
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goto error;
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goto error;
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}
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}
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RARCH_LOG("[D3D9 Cg]: Vertex profile: %s\n", cgGetProfileString(vertex_profile));
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RARCH_LOG("[D3D9 Cg]: Vertex profile: %s\n",
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RARCH_LOG("[D3D9 Cg]: Fragment profile: %s\n", cgGetProfileString(fragment_profile));
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cgGetProfileString(vertex_profile));
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RARCH_LOG("[D3D9 Cg]: Fragment profile: %s\n",
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cgGetProfileString(fragment_profile));
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if (path_is_file && !string_is_empty(prog))
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if (path_is_file && !string_is_empty(prog))
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*fprg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
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*fprg = cgCreateProgramFromFile(cgCtx, CG_SOURCE,
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@ -695,10 +697,7 @@ static void *d3d9_cg_renderchain_new(void)
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if (!renderchain)
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if (!renderchain)
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return NULL;
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return NULL;
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renderchain->chain.passes = shader_pass_vector_list_new();
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d3d9_init_renderchain(&renderchain->chain);
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renderchain->chain.luts = lut_info_vector_list_new();
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renderchain->chain.bound_tex = unsigned_vector_list_new();
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renderchain->chain.bound_vert = unsigned_vector_list_new();
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return renderchain;
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return renderchain;
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}
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}
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@ -799,10 +799,7 @@ void *hlsl_d3d9_renderchain_new(void)
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if (!renderchain)
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if (!renderchain)
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return NULL;
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return NULL;
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renderchain->chain.passes = shader_pass_vector_list_new();
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d3d9_init_renderchain(&renderchain->chain);
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renderchain->chain.luts = lut_info_vector_list_new();
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renderchain->chain.bound_tex = unsigned_vector_list_new();
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renderchain->chain.bound_vert = unsigned_vector_list_new();
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return renderchain;
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return renderchain;
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}
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}
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@ -95,6 +95,14 @@ typedef struct d3d9_renderchain
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struct lut_info_vector_list *luts;
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struct lut_info_vector_list *luts;
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} d3d9_renderchain_t;
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} d3d9_renderchain_t;
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static INLINE void d3d9_init_renderchain(d3d9_renderchain_t *chain)
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{
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chain->passes = shader_pass_vector_list_new();
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chain->luts = lut_info_vector_list_new();
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chain->bound_tex = unsigned_vector_list_new();
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chain->bound_vert = unsigned_vector_list_new();
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}
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static INLINE void d3d9_renderchain_blit_to_texture(
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static INLINE void d3d9_renderchain_blit_to_texture(
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LPDIRECT3DTEXTURE9 tex,
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LPDIRECT3DTEXTURE9 tex,
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const void *frame,
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const void *frame,
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