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https://github.com/libretro/RetroArch
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(XDK) Remove this - would have to be reimplemented
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700365c433
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deps/SPIRV-Cross
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deps/SPIRV-Cross
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Subproject commit 5c24d99ff22a25ef38e9e39985f80cf57a1e7418
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Subproject commit cc207e32c8668bfe5a5cc514394e7df8f020ecf6
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2
deps/glslang/glslang
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deps/glslang/glslang
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Subproject commit a4a4d5e22c375d37bd286106904ef819eafff29b
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Subproject commit 2eb0986f10392a4c2365869b17b59ad79226c440
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@ -1226,67 +1226,6 @@ static void d3d_free(void *data)
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win32_destroy_window();
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}
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#ifdef _XBOX
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#ifdef _XBOX1
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#include <formats/image.h>
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static bool texture_image_render(d3d_video_t *d3d,
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struct texture_image *out_img,
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int x, int y, int w, int h, bool force_fullscreen)
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{
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LPDIRECT3DVERTEXBUFFER d3dv;
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void *verts = NULL;
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float fX = (float)(x);
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float fY = (float)(y);
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if (!d3d)
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return false;
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d3dv = (LPDIRECT3DVERTEXBUFFER)out_img->vertex_buf;
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if (!d3dv)
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return false;
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/* Create the new vertices. */
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Vertex newVerts[] =
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{
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// x, y, z, color, u ,v
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{fX, fY, 0.0f, 0, 0, 0},
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{fX + w, fY, 0.0f, 0, 1, 0},
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{fX + w, fY + h, 0.0f, 0, 1, 1},
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{fX, fY + h, 0.0f, 0, 0, 1}
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};
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/* Load the existing vertices */
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verts = d3d_vertex_buffer_lock(d3dv);
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if (!verts)
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return false;
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/* Copy the new verts over the old verts */
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memcpy(verts, newVerts, sizeof(newVerts));
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d3d_vertex_buffer_unlock(d3dv);
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d3d_enable_blend_func(d3d->dev);
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d3d_enable_alpha_blend_texture_func(d3d->dev);
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/* Draw the quad. */
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d3d_set_texture(d3d->dev, 0, out_img->texture_buf);
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d3d_set_stream_source(d3d->dev, 0,
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d3dv, 0, sizeof(Vertex));
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d3d_set_vertex_shader(d3d->dev, D3DFVF_CUSTOMVERTEX, NULL);
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if (force_fullscreen)
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d3d_set_viewport(d3d, w, h, force_fullscreen, false);
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d3d_draw_primitive(d3d->dev, D3DPT_QUADLIST, 0, 1);
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return true;
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}
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#endif
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#endif
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#ifdef HAVE_OVERLAY
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static void d3d_overlay_tex_geom(
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void *data,
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