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https://github.com/libretro/RetroArch
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(Cg) Refactor/cleanups
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@ -205,10 +205,10 @@ end:
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return ret;
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}
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static INLINE void renderchain_set_shaders(void *data, CGprogram *fPrg, CGprogram *vPrg)
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static INLINE void renderchain_set_shaders(CGprogram frag, CGprogram vert)
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{
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cgD3D9BindProgram(*fPrg);
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cgD3D9BindProgram(*vPrg);
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cgD3D9BindProgram(frag);
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cgD3D9BindProgram(vert);
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}
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static void renderchain_set_shader_mvp(cg_renderchain_t *chain, void *shader_data, void *matrix_data)
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@ -860,7 +860,7 @@ static bool cg_d3d9_renderchain_init(void *data,
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if (!d3d9_cg_load_program(chain, &chain->fStock, &chain->vStock, NULL, false))
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return false;
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renderchain_set_shaders(chain, &chain->fStock, &chain->vStock);
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renderchain_set_shaders(chain->fStock, chain->vStock);
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return true;
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}
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@ -1275,7 +1275,7 @@ static void renderchain_render_pass(
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if (!chain)
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return;
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renderchain_set_shaders(chain, &pass->fPrg, &pass->vPrg);
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renderchain_set_shaders(pass->fPrg, pass->vPrg);
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d3d_set_texture(chain->dev, 0, pass->tex);
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d3d_set_sampler_minfilter(chain->dev, 0,
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@ -1443,7 +1443,7 @@ static bool cg_d3d9_renderchain_render(
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back_buffer->Release();
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renderchain_end_render(chain);
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renderchain_set_shaders(chain, &chain->fStock, &chain->vStock);
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renderchain_set_shaders(chain->fStock, chain->vStock);
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renderchain_set_mvp(chain, chain->vStock, chain->final_viewport->Width,
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chain->final_viewport->Height, 0);
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@ -974,6 +974,12 @@ static void gl_cg_set_pass_attrib(
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fbo->coord = cgGetNamedParameter(program->vprg, attr_buf);
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}
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static INLINE void gl_cg_set_shaders(CGprogram frag, CGprogram vert)
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{
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cgGLBindProgram(frag);
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cgGLBindProgram(vert);
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}
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static void gl_cg_set_program_attributes(void *data, unsigned i)
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{
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unsigned j;
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@ -982,8 +988,7 @@ static void gl_cg_set_program_attributes(void *data, unsigned i)
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if (!cg_data)
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return;
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cgGLBindProgram(cg_data->prg[i].fprg);
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cgGLBindProgram(cg_data->prg[i].vprg);
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gl_cg_set_shaders(cg_data->prg[i].fprg, cg_data->prg[i].vprg);
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gl_cg_set_program_base_attrib(cg_data, i);
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@ -1153,8 +1158,7 @@ static void *gl_cg_init(void *data, const char *path)
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/* No need to apply Android hack in Cg. */
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cg_data->prg[VIDEO_SHADER_STOCK_BLEND] = cg_data->prg[0];
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cgGLBindProgram(cg_data->prg[1].fprg);
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cgGLBindProgram(cg_data->prg[1].vprg);
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gl_cg_set_shaders(cg_data->prg[1].fprg, cg_data->prg[1].vprg);
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return cg_data;
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@ -1176,8 +1180,7 @@ static void gl_cg_use(void *data, void *shader_data, unsigned idx, bool set_acti
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cg_data->active_idx = idx;
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}
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cgGLBindProgram(cg_data->prg[idx].vprg);
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cgGLBindProgram(cg_data->prg[idx].fprg);
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gl_cg_set_shaders(cg_data->prg[idx].fprg, cg_data->prg[idx].vprg);
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}
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}
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