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https://github.com/libretro/RetroArch
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Move add_lut_internal to d3d9_renderchain.h
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c46d84b799
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@ -504,20 +504,6 @@ static void d3d9_cg_renderchain_bind_prev(cg_renderchain_t *chain,
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}
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}
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static void d3d9_cg_renderchain_add_lut_internal(
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cg_renderchain_t *chain,
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unsigned index, unsigned i)
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{
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d3d9_set_texture(chain->chain.dev, index, chain->chain.luts->data[i].tex);
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d3d9_set_sampler_magfilter(chain->chain.dev, index,
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d3d_translate_filter(chain->chain.luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
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d3d9_set_sampler_minfilter(chain->chain.dev, index,
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d3d_translate_filter(chain->chain.luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
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d3d9_set_sampler_address_u(chain->chain.dev, index, D3DTADDRESS_BORDER);
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d3d9_set_sampler_address_v(chain->chain.dev, index, D3DTADDRESS_BORDER);
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unsigned_vector_list_append(chain->chain.bound_tex, index);
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}
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static void d3d9_cg_renderchain_bind_pass(
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cg_renderchain_t *chain,
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struct shader_pass *pass, unsigned pass_index)
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@ -1214,7 +1200,7 @@ static void cg_d3d9_renderchain_render_pass(
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unsigned index = cgGetParameterResourceIndex(fparam);
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bound_index = index;
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d3d9_cg_renderchain_add_lut_internal(chain, index, i);
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d3d9_cg_renderchain_add_lut_internal(&chain->chain, index, i);
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}
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vparam = cgGetNamedParameter(pass->vprg,
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@ -1224,7 +1210,7 @@ static void cg_d3d9_renderchain_render_pass(
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{
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unsigned index = cgGetParameterResourceIndex(vparam);
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if (index != (unsigned)bound_index)
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d3d9_cg_renderchain_add_lut_internal(chain, index, i);
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d3d9_cg_renderchain_add_lut_internal(&chain->chain, index, i);
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}
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}
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@ -1032,7 +1032,7 @@ static void hlsl_d3d9_renderchain_render_pass(
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unsigned index = cgGetParameterResourceIndex(fparam);
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bound_index = index;
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d3d9_cg_renderchain_add_lut_internal(chain, index, i);
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d3d9_cg_renderchain_add_lut_internal(&chain->chain, index, i);
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}
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vparam = cgGetNamedParameter(pass->vPrg, chain->chain.luts->data[i].id);
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@ -1041,7 +1041,7 @@ static void hlsl_d3d9_renderchain_render_pass(
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{
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unsigned index = cgGetParameterResourceIndex(vparam);
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if (index != (unsigned)bound_index)
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d3d9_cg_renderchain_add_lut_internal(chain, index, i);
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d3d9_cg_renderchain_add_lut_internal(&chain->chain, index, i);
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}
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}
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@ -140,6 +140,20 @@ static INLINE bool d3d9_renderchain_add_lut(d3d9_renderchain_t *chain,
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return true;
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}
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static INLINE void d3d9_cg_renderchain_add_lut_internal(
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d3d9_renderchain_t *chain,
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unsigned index, unsigned i)
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{
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d3d9_set_texture(chain->dev, index, chain->luts->data[i].tex);
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d3d9_set_sampler_magfilter(chain->dev, index,
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d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
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d3d9_set_sampler_minfilter(chain->dev, index,
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d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
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d3d9_set_sampler_address_u(chain->dev, index, D3DTADDRESS_BORDER);
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d3d9_set_sampler_address_v(chain->dev, index, D3DTADDRESS_BORDER);
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unsigned_vector_list_append(chain->bound_tex, index);
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}
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static INLINE void d3d9_init_renderchain(d3d9_renderchain_t *chain)
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{
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chain->passes = shader_pass_vector_list_new();
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