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https://github.com/libretro/RetroArch
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(D3D) Cleanups pt. 5
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@ -180,14 +180,14 @@ void renderchain_destroy_shader(void *data, int i);
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void renderchain_set_shader_mvp(void *data, CGprogram &vPrg, D3DXMATRIX &tmp);
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void renderchain_set_shader_mvp(void *data, CGprogram &vPrg, D3DXMATRIX &tmp);
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void renderchain_set_shader_params(void *data, Pass *pass,
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void renderchain_set_shader_params(void *data, void *pass_data,
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unsigned video_w, unsigned video_h,
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unsigned video_w, unsigned video_h,
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unsigned tex_w, unsigned tex_h,
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unsigned tex_w, unsigned tex_h,
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unsigned viewport_w, unsigned viewport_h);
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unsigned viewport_w, unsigned viewport_h);
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void renderchain_bind_tracker(void *data, Pass *pass, unsigned pass_index);
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void renderchain_bind_tracker(void *data, Pass *pass, unsigned pass_index);
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bool renderchain_init_shader_fvf(void *data, Pass *pass);
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bool renderchain_init_shader_fvf(void *data, void *pass_data);
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void renderchain_bind_orig(void *data, Pass *pass);
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void renderchain_bind_orig(void *data, Pass *pass);
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@ -189,13 +189,14 @@ void renderchain_set_shader_mvp(void *data, CGprogram &vPrg, D3DXMATRIX &tmp)
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cgD3D9SetUniform(cgp, &val); \
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cgD3D9SetUniform(cgp, &val); \
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} while(0)
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} while(0)
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void renderchain_set_shader_params(void *data, Pass *pass,
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void renderchain_set_shader_params(void *data, void *pass_data,
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unsigned video_w, unsigned video_h,
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unsigned video_w, unsigned video_h,
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unsigned tex_w, unsigned tex_h,
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unsigned tex_w, unsigned tex_h,
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unsigned viewport_w, unsigned viewport_h)
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unsigned viewport_w, unsigned viewport_h)
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{
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{
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float frame_cnt;
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float frame_cnt;
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D3DXVECTOR2 video_size, texture_size, output_size;
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D3DXVECTOR2 video_size, texture_size, output_size;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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renderchain_t *chain = (renderchain_t*)data;
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video_size.x = video_w;
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video_size.x = video_w;
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video_size.y = video_h;
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video_size.y = video_h;
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@ -250,13 +251,14 @@ void renderchain_bind_tracker(void *data, Pass *pass, unsigned pass_index)
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D3DDECLUSAGE_COLOR, (BYTE)(index) } \
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D3DDECLUSAGE_COLOR, (BYTE)(index) } \
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bool renderchain_init_shader_fvf(void *data, Pass *pass)
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bool renderchain_init_shader_fvf(void *data, void *pass_data)
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{
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{
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unsigned index, i, count;
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unsigned index, i, count;
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unsigned tex_index = 0;
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unsigned tex_index = 0;
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bool texcoord0_taken = false;
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bool texcoord0_taken = false;
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bool texcoord1_taken = false;
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bool texcoord1_taken = false;
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bool stream_taken[4] = {false};
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bool stream_taken[4] = {false};
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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renderchain_t *chain = (renderchain_t*)data;
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static const D3DVERTEXELEMENT decl_end = D3DDECL_END();
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static const D3DVERTEXELEMENT decl_end = D3DDECL_END();
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static const D3DVERTEXELEMENT position_decl = DECL_FVF_POSITION(0);
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static const D3DVERTEXELEMENT position_decl = DECL_FVF_POSITION(0);
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