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https://github.com/libretro/RetroArch
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Start adding preliminary D3D menu_display_d3d.c
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menu/drivers_display/menu_display_d3d.c
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243
menu/drivers_display/menu_display_d3d.c
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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2015 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <time.h>
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#include <queues/message_queue.h>
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#include <retro_miscellaneous.h>
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#include "../../config.def.h"
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#include "../../gfx/font_renderer_driver.h"
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#include "../../gfx/video_context_driver.h"
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#include "../../gfx/video_thread_wrapper.h"
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#include "../../gfx/video_texture.h"
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#include "../../gfx/d3d/d3d.h"
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#include "../../gfx/d3d/d3d_wrapper.h"
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#include "../menu_display.h"
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static const float gl_vertexes[] = {
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0, 0,
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1, 0,
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0, 1,
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1, 1
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};
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static const float gl_tex_coords[] = {
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0, 1,
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1, 1,
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0, 0,
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1, 0
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};
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static void *menu_display_d3d_get_default_mvp(void)
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{
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d3d_video_t *d3d = (d3d_video_t*)video_driver_get_ptr(NULL);
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if (!d3d)
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return NULL;
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return &d3d->mvp_no_rot;
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}
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static GLenum menu_display_prim_to_d3d_enum(enum menu_display_prim_type prim_type)
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{
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switch (prim_type)
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{
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case MENU_DISPLAY_PRIM_TRIANGLES:
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case MENU_DISPLAY_PRIM_TRIANGLESTRIP:
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return D3DPT_TRIANGLESTRIP;
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case MENU_DISPLAY_PRIM_NONE:
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default:
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break;
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}
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return 0;
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}
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static void menu_display_d3d_blend_begin(void)
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{
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d3d_video_t *d3d = (d3d_video_t*)video_driver_get_ptr(NULL);
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if (!d3d)
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return;
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d3d_enable_blend_func(d3d->dev);
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#if 0
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if (gl->shader && gl->shader->use)
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gl->shader->use(gl, GL_SHADER_STOCK_BLEND);
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#endif
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}
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static void menu_display_d3d_blend_end(void)
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{
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d3d_video_t *d3d = (d3d_video_t*)video_driver_get_ptr(NULL);
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if (!d3d)
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return;
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d3d_disable_blend_func(d3d->dev);
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}
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static void menu_display_d3d_draw(
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unsigned x, unsigned y,
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unsigned width, unsigned height,
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struct gfx_coords *coords,
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void *matrix_data,
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uintptr_t texture,
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enum menu_display_prim_type prim_type
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)
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{
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D3DVIEWPORT vp = {0};
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driver_t *driver = driver_get_ptr();
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d3d_video_t *d3d = (d3d_video_t*)video_driver_get_ptr(NULL);
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math_matrix_4x4 *mat = (math_matrix_4x4*)matrix_data;
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if (!d3d)
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return;
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/* TODO - edge case */
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if (height <= 0)
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height = 1;
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if (!mat)
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mat = &gl->mvp_no_rot;
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if (!coords->vertex)
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coords->vertex = &gl_vertexes[0];
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if (!coords->tex_coord)
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coords->tex_coord = &gl_tex_coords[0];
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if (!coords->lut_tex_coord)
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coords->lut_tex_coord = &gl_tex_coords[0];
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vp.X = x;
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vp.Y = y;
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vp.Width = width;
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vp.Height = height;
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vp.MinZ = 0.0f;
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vp.MaxZ = 1.0f;
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d3d_set_viewport(d3d->dev, &vp);
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d3d_set_texture(d3d->dev, 0, texture);
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#if 0
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gl->shader->set_coords(coords);
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gl->shader->set_mvp(driver->video_data, mat);
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#endif
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d3d_draw_primitive(d3d->dev, menu_display_prim_to_d3d_enum(prim_type), 0, coords->vertices);
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gl->coords.color = gl->white_color_ptr;
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}
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static void menu_display_d3d_draw_bg(
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unsigned width,
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unsigned height,
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uintptr_t texture,
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float handle_alpha,
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bool force_transparency,
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GLfloat *coord_color,
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GLfloat *coord_color2,
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const float *vertex,
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const float *tex_coord,
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size_t vertex_count,
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enum menu_display_prim_type prim_type)
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{
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struct gfx_coords coords;
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const GLfloat *new_vertex = NULL;
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const GLfloat *new_tex_coord = NULL;
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global_t *global = global_get_ptr();
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settings_t *settings = config_get_ptr();
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gl_t *gl = (gl_t*)video_driver_get_ptr(NULL);
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if (!gl)
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return;
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new_vertex = vertex;
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new_tex_coord = tex_coord;
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if (!new_vertex)
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new_vertex = &gl_vertexes[0];
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if (!new_tex_coord)
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new_tex_coord = &gl_tex_coords[0];
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coords.vertices = vertex_count;
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coords.vertex = new_vertex;
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coords.tex_coord = new_tex_coord;
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coords.lut_tex_coord = new_tex_coord;
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coords.color = (const float*)coord_color;
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menu_display_d3d_blend_begin();
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menu_display_ctl(MENU_DISPLAY_CTL_SET_VIEWPORT, NULL);
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if ((settings->menu.pause_libretro
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|| !global->inited.main || (global->inited.core.type == CORE_TYPE_DUMMY))
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&& !force_transparency
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&& texture)
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coords.color = (const float*)coord_color2;
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menu_display_d3d_draw(0, 0, width, height,
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&coords, &gl->mvp_no_rot,
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(GLuint)texture, prim_type);
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menu_display_d3d_blend_end();
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gl->coords.color = gl->white_color_ptr;
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}
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static void menu_display_d3d_restore_clear_color(void)
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{
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DWORD clear_color = 0x00000000;
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d3d_clear(d3d->dev, 0, NULL, D3DCLEAR_TARGET, clear_color, 0, 0);
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}
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static void menu_display_d3d_clear_color(float r, float g, float b, float a)
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{
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DWORD clear_color = D3DCOLOR_ARGB(BYTE_CLAMP(a * 255.0f, r * 255.0f, g * 255.0f, b * 255.0f));
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d3d_clear(d3d->dev, 0, NULL, D3DCLEAR_TARGET, clear_color, 0, 0);
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}
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static unsigned menu_display_d3d_texture_load(void *data, enum texture_filter_type type)
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{
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return video_texture_load(data, TEXTURE_BACKEND_OPENGL, type);
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}
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static void menu_display_d3d_texture_unload(uintptr_t *id)
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{
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if (!id)
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return;
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video_texture_unload(id);
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}
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static const float *menu_display_d3d_get_tex_coords(void)
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{
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return &gl_tex_coords[0];
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}
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menu_display_ctx_driver_t menu_display_ctx_d3d = {
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menu_display_d3d_draw,
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menu_display_d3d_draw_bg,
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menu_display_d3d_blend_begin,
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menu_display_d3d_blend_end,
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menu_display_d3d_restore_clear_color,
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menu_display_d3d_clear_color,
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menu_display_d3d_get_default_mvp,
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menu_display_d3d_get_tex_coords,
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menu_display_d3d_texture_load,
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menu_display_d3d_texture_unload,
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MENU_VIDEO_DRIVER_DIRECT3D,
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"menu_display_d3d",
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};
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