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https://github.com/libretro/RetroArch
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(D3D) Rename files
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a49bc54eb1
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@ -775,10 +775,8 @@ static void d3d_free(void *data)
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#endif
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}
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#ifdef _XBOX
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#include "../../xdk/xdk_resources.h"
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#include "render_chain_xdk.h"
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#endif
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#ifdef HAVE_MONITOR
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@ -48,7 +48,7 @@ struct Pass
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std::vector<unsigned> attrib_map;
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};
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typedef struct renderchain
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typedef struct cg_renderchain
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{
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LPDIRECT3DDEVICE dev;
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unsigned pixel_size;
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@ -71,7 +71,7 @@ typedef struct renderchain
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unsigned frame_count;
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std::vector<unsigned> bound_tex;
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std::vector<unsigned> bound_vert;
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} renderchain_t;
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} cg_cg_renderchain_t;
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static CGcontext cgCtx;
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@ -189,7 +189,7 @@ static bool renderchain_compile_shaders(void *data,
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{
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CGprogram *fPrg = (CGprogram*)fragment_data;
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CGprogram *vPrg = (CGprogram*)vertex_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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CGprofile vertex_profile = cgD3D9GetLatestVertexProfile();
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CGprofile fragment_profile = cgD3D9GetLatestPixelProfile();
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const char **fragment_opts = cgD3D9GetOptimalOptions(fragment_profile);
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@ -249,7 +249,7 @@ static void renderchain_set_shaders(void *data, void *fragment_data, void *verte
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static void renderchain_destroy_stock_shader(void *data)
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{
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (!chain)
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return;
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@ -262,7 +262,7 @@ static void renderchain_destroy_stock_shader(void *data)
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static void renderchain_destroy_shader(void *data, int i)
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{
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (!chain)
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return;
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@ -296,7 +296,7 @@ static void renderchain_set_shader_params(void *data, void *pass_data,
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float frame_cnt;
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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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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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video_size.x = video_w;
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video_size.y = video_h;
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texture_size.x = tex_w;
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@ -324,7 +324,7 @@ static void renderchain_bind_tracker(void *data, void *pass_data, unsigned pass_
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{
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unsigned i;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (!chain->tracker)
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return;
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@ -360,7 +360,7 @@ bool renderchain_init_shader_fvf(void *data, void *pass_data)
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bool texcoord1_taken = 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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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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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 tex_coord0 = DECL_FVF_TEXCOORD(1, 3, 0);
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@ -491,7 +491,7 @@ static void renderchain_bind_orig(void *data, void *pass_data)
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CGparameter param;
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D3DXVECTOR2 video_size, texture_size;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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video_size.x = chain->passes[0].last_width;
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video_size.y = chain->passes[0].last_height;
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texture_size.x = chain->passes[0].info.tex_w;
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@ -532,7 +532,7 @@ static void renderchain_bind_prev(void *data, void *pass_data)
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char attr_texture[64], attr_input_size[64], attr_tex_size[64], attr_coord[64];
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D3DXVECTOR2 texture_size;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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static const char *prev_names[] = {
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"PREV",
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"PREV1",
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@ -600,7 +600,7 @@ static void renderchain_bind_prev(void *data, void *pass_data)
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}
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}
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static void renderchain_add_lut(renderchain_t *chain,
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static void renderchain_add_lut(cg_renderchain_t *chain,
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unsigned index, unsigned i)
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{
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if (!chain)
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@ -620,7 +620,7 @@ static void renderchain_bind_luts(void *data, void *pass_data)
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{
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unsigned i, index;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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for (i = 0; i < chain->luts.size(); i++)
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{
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@ -651,7 +651,7 @@ static void renderchain_bind_pass(void *data, void *pass_data, unsigned pass_ind
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{
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unsigned i, index;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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/* We only bother binding passes which are two indices behind. */
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if (pass_index < 3)
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@ -710,7 +710,7 @@ static void renderchain_bind_pass(void *data, void *pass_data, unsigned pass_ind
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static void renderchain_clear(void *data)
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{
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unsigned i;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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for (i = 0; i < TEXTURES; i++)
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{
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@ -742,7 +742,7 @@ static void renderchain_clear(void *data)
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void renderchain_free(void *data)
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{
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (!chain)
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return;
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@ -755,7 +755,7 @@ void renderchain_free(void *data)
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void *renderchain_new(void)
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{
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renderchain_t *renderchain = (renderchain_t*)calloc(1, sizeof(*renderchain));
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cg_renderchain_t *renderchain = (cg_renderchain_t*)calloc(1, sizeof(*renderchain));
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if (!renderchain)
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return NULL;
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@ -794,7 +794,7 @@ bool renderchain_init_shader(void *data)
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void renderchain_deinit(void *data)
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{
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renderchain_t *renderchain = (renderchain_t*)data;
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cg_renderchain_t *renderchain = (cg_renderchain_t*)data;
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if (renderchain)
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free(renderchain);
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@ -852,7 +852,7 @@ static bool renderchain_create_first_pass(void *data, const void *info_data,
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Pass pass;
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D3DXMATRIX ident;
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const LinkInfo *info = (const LinkInfo*)info_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = NULL;
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if (!chain)
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@ -919,7 +919,7 @@ bool renderchain_init(void *data, const video_info_t *video_info,
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const void *info_data, unsigned fmt)
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{
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const LinkInfo *info = (const LinkInfo*)info_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (!chain)
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return false;
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@ -943,7 +943,7 @@ bool renderchain_init(void *data, const video_info_t *video_info,
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static bool renderchain_set_pass_size(void *data, unsigned pass_index,
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unsigned width, unsigned height)
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{
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = chain->dev;
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Pass *pass = (Pass*)&chain->passes[pass_index];
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@ -1020,7 +1020,7 @@ void renderchain_set_final_viewport(void *data,
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void *renderchain_data, const void *viewport_data)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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renderchain_t *chain = (renderchain_t*)renderchain_data;
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cg_renderchain_t *chain = (cg_renderchain_t*)renderchain_data;
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const D3DVIEWPORT *final_viewport = (const D3DVIEWPORT*)viewport_data;
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if (chain)
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@ -1033,7 +1033,7 @@ bool renderchain_add_pass(void *data, const void *info_data)
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{
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Pass pass;
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const LinkInfo *info = (const LinkInfo*)info_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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pass.info = *info;
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@ -1078,7 +1078,7 @@ bool renderchain_add_lut(void *data, const char *id,
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bool smooth)
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{
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lut_info info;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = chain->dev;
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LPDIRECT3DTEXTURE lut = (LPDIRECT3DTEXTURE)
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d3d_texture_new(d3dr,
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@ -1116,7 +1116,7 @@ bool renderchain_add_lut(void *data, const char *id,
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void renderchain_add_state_tracker(void *data, void *tracker_data)
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{
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state_tracker_t *tracker = (state_tracker_t*)tracker_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (chain->tracker)
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state_tracker_free(chain->tracker);
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chain->tracker = tracker;
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@ -1124,7 +1124,7 @@ void renderchain_add_state_tracker(void *data, void *tracker_data)
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static void renderchain_start_render(void *data)
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{
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (!chain)
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return;
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@ -1137,7 +1137,7 @@ static void renderchain_start_render(void *data)
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static void renderchain_end_render(void *data)
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{
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (!chain)
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return;
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@ -1153,7 +1153,7 @@ static void renderchain_set_mvp(void *data, void *vertex_program,
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{
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D3DXMATRIX proj, ortho, rot, tmp;
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CGprogram vPrg = (CGprogram)vertex_program;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (!chain)
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return;
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@ -1179,7 +1179,7 @@ static void renderchain_set_vertices(
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unsigned rotation)
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{
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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const LinkInfo *info = (const LinkInfo*)&pass->info;
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if (pass->last_width != width || pass->last_height != height)
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@ -1249,7 +1249,7 @@ static void renderchain_set_viewport(void *data, void *viewport_data)
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{
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LPDIRECT3DDEVICE d3dr;
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D3DVIEWPORT *vp = (D3DVIEWPORT*)viewport_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (!chain)
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return;
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@ -1264,7 +1264,7 @@ static void renderchain_blit_to_texture(void *data,
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unsigned pitch)
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{
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D3DLOCKED_RECT d3dlr;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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Pass *first = (Pass*)&chain->passes[0];
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driver_t *driver = driver_get_ptr();
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@ -1281,7 +1281,7 @@ static void renderchain_blit_to_texture(void *data,
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static void renderchain_unbind_all(void *data)
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{
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unsigned i;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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/* Have to be a bit anal about it.
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@ -1307,7 +1307,7 @@ static void renderchain_render_pass(void *data, void *pass_data, unsigned pass_i
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{
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unsigned i;
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Pass *pass = (Pass*)pass_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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renderchain_set_shaders(chain, &pass->fPrg, &pass->vPrg);
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@ -1349,7 +1349,7 @@ bool renderchain_render(void *chain_data, const void *data,
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Pass *last_pass;
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LPDIRECT3DSURFACE back_buffer, target;
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unsigned i, current_width, current_height, out_width = 0, out_height = 0;
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renderchain_t *chain = (renderchain_t*)chain_data;
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cg_renderchain_t *chain = (cg_renderchain_t*)chain_data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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renderchain_start_render(chain);
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@ -1443,7 +1443,7 @@ void renderchain_convert_geometry(
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D3DVIEWPORT *final_viewport)
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{
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const LinkInfo *info = (const LinkInfo*)info_data;
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renderchain_t *chain = (renderchain_t*)data;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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if (!chain || !info)
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return;
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@ -226,8 +226,10 @@ VIDEO DRIVER
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#if defined(HAVE_D3D)
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#include "../gfx/d3d/d3d_wrapper.cpp"
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#include "../gfx/d3d/d3d.cpp"
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#ifndef _XBOX
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#include "../gfx/d3d/render_chain.cpp"
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#ifdef _XBOX
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#include "../gfx/d3d/render_chain_xdk.cpp"
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#else
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#include "../gfx/d3d/render_chain_cg.cpp"
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#endif
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#endif
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