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(D3D) More refactors to do with hiding away vertex declaration
code in render_chain.cpp
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@ -149,20 +149,17 @@ void *d3d_vertex_buffer_lock(LPDIRECT3DVERTEXBUFFER vertbuf)
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void d3d_vertex_buffer_free(void *vertex_data, void *vertex_declaration)
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{
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#ifdef HAVE_D3D9
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LPDIRECT3DVERTEXDECLARATION vertex_decl = (LPDIRECT3DVERTEXDECLARATION)vertex_declaration;
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#endif
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LPDIRECT3DVERTEXBUFFER buf = (LPDIRECT3DVERTEXBUFFER)vertex_data;
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if (buf)
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if (vertex_data)
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{
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LPDIRECT3DVERTEXBUFFER buf = (LPDIRECT3DVERTEXBUFFER)vertex_data;
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buf->Release();
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buf = NULL;
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}
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#ifdef HAVE_D3D9
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if (vertex_decl)
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if (vertex_declaration)
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{
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LPDIRECT3DVERTEXDECLARATION vertex_decl = (LPDIRECT3DVERTEXDECLARATION)vertex_declaration;
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vertex_decl->Release();
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vertex_decl = NULL;
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}
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@ -776,8 +776,7 @@ void renderchain_clear(void *data)
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d3d_vertex_buffer_free(chain->prev.vertex_buf[i], NULL);
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}
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if (chain->passes[0].vertex_decl)
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chain->passes[0].vertex_decl->Release();
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d3d_vertex_buffer_free(NULL, chain->passes[0].vertex_decl);
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for (i = 1; i < chain->passes.size(); i++)
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{
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@ -54,9 +54,7 @@ struct Pass
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CGprogram vPrg, fPrg;
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#endif
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unsigned last_width, last_height;
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#ifdef HAVE_D3D9
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LPDIRECT3DVERTEXDECLARATION vertex_decl;
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#endif
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void *vertex_decl;
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std::vector<unsigned> attrib_map;
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};
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