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https://github.com/libretro/RetroArch
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(D3D11) rename D3D11SetState to D3D11SetRasterizerState.
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@ -497,7 +497,7 @@ static INLINE void D3D11DispatchIndirect(
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device_context, buffer_for_args, aligned_byte_offset_for_args);
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device_context, buffer_for_args, aligned_byte_offset_for_args);
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}
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}
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static INLINE void
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static INLINE void
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D3D11SetState(D3D11DeviceContext device_context, D3D11RasterizerState rasterizer_state)
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D3D11SetRasterizerState(D3D11DeviceContext device_context, D3D11RasterizerState rasterizer_state)
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{
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{
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device_context->lpVtbl->RSSetState(device_context, rasterizer_state);
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device_context->lpVtbl->RSSetState(device_context, rasterizer_state);
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}
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}
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@ -2503,7 +2503,7 @@ typedef struct
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D3D11Device device;
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D3D11Device device;
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D3D_FEATURE_LEVEL supportedFeatureLevel;
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D3D_FEATURE_LEVEL supportedFeatureLevel;
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D3D11DeviceContext context;
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D3D11DeviceContext context;
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D3D11RasterizerState state;
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D3D11RasterizerState rasterizerState;
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D3D11RenderTargetView renderTargetView;
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D3D11RenderTargetView renderTargetView;
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D3D11Buffer ubo;
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D3D11Buffer ubo;
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d3d11_uniform_t ubo_values;
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d3d11_uniform_t ubo_values;
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@ -603,7 +603,7 @@ static void d3d11_gfx_free(void* data)
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Release(d3d11->samplers[RARCH_FILTER_NEAREST][i]);
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Release(d3d11->samplers[RARCH_FILTER_NEAREST][i]);
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}
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}
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Release(d3d11->state);
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Release(d3d11->rasterizerState);
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Release(d3d11->renderTargetView);
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Release(d3d11->renderTargetView);
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Release(d3d11->swapChain);
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Release(d3d11->swapChain);
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@ -1059,9 +1059,9 @@ static void *d3d11_gfx_init(const video_info_t* video,
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desc.CullMode = D3D11_CULL_NONE;
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desc.CullMode = D3D11_CULL_NONE;
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desc.ScissorEnable = TRUE;
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desc.ScissorEnable = TRUE;
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D3D11CreateRasterizerState(d3d11->device, &desc, &d3d11->state);
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D3D11CreateRasterizerState(d3d11->device, &desc, &d3d11->rasterizerState);
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}
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}
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D3D11SetState(d3d11->context, d3d11->state);
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D3D11SetRasterizerState(d3d11->context, d3d11->rasterizerState);
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font_driver_init_osd(d3d11,
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font_driver_init_osd(d3d11,
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video,
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video,
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@ -1358,7 +1358,7 @@ static bool d3d11_gfx_frame(
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if (d3d11->hw.enable)
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if (d3d11->hw.enable)
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{
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{
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D3D11SetRenderTargets(context, 1, &d3d11->renderTargetView, NULL);
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D3D11SetRenderTargets(context, 1, &d3d11->renderTargetView, NULL);
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D3D11SetState(context, d3d11->state);
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D3D11SetRasterizerState(context, d3d11->rasterizerState);
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}
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}
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if (frame && width && height)
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if (frame && width && height)
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