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https://github.com/libretro/RetroArch
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Turn video_shader_driver_set_mvp into macro
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@ -51,7 +51,7 @@ static void renderchain_set_mvp(void *data, unsigned vp_width,
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mvp.data = d3d;
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mvp.matrix = NULL;
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video_shadser_driver_set_mvp(&mvp);
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video_shadser_driver_set_mvp(mvp);
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#elif defined(HAVE_D3D8)
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D3DXMATRIX p_out, p_rotate, mat;
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D3DXMatrixOrthoOffCenterLH(&mat, 0, vp_width, vp_height, 0, 0.0f, 1.0f);
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@ -249,7 +249,7 @@ static void gl_render_overlay(gl_t *gl)
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mvp.data = gl;
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mvp.matrix = &gl->mvp_no_rot;
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video_shader_driver_set_mvp(&mvp);
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video_shader_driver_set_mvp(mvp);
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for (i = 0; i < gl->overlays; i++)
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{
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@ -1053,7 +1053,7 @@ static INLINE void gl_draw_texture(gl_t *gl)
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mvp.data = gl;
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mvp.matrix = &gl->mvp_no_rot;
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video_shader_driver_set_mvp(&mvp);
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video_shader_driver_set_mvp(mvp);
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glEnable(GL_BLEND);
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@ -1252,7 +1252,7 @@ static bool gl_frame(void *data, const void *frame,
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mvp.data = gl;
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mvp.matrix = &gl->mvp;
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video_shader_driver_set_mvp(&mvp);
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video_shader_driver_set_mvp(mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -342,7 +342,7 @@ void gl_renderchain_render(gl_t *gl,
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mvp.data = gl;
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mvp.matrix = &gl->mvp;
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video_shader_driver_set_mvp(&mvp);
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video_shader_driver_set_mvp(mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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@ -418,7 +418,7 @@ void gl_renderchain_render(gl_t *gl,
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mvp.data = gl;
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mvp.matrix = &gl->mvp;
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video_shader_driver_set_mvp(&mvp);
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video_shader_driver_set_mvp(mvp);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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gl->coords.tex_coord = gl->tex_info.coord;
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@ -264,7 +264,7 @@ static void gl_raster_font_draw_vertices(gl_raster_t *font, const video_coords_t
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mvp.data = font->gl;
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mvp.matrix = &font->gl->mvp_no_rot;
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video_shader_driver_set_mvp(&mvp);
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video_shader_driver_set_mvp(mvp);
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glDrawArrays(GL_TRIANGLES, 0, coords->vertices);
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}
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@ -234,17 +234,6 @@ bool video_shader_driver_info(video_shader_ctx_info_t *shader_info)
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return true;
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}
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bool video_shader_driver_set_mvp(video_shader_ctx_mvp_t *mvp)
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{
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if ( mvp
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&& mvp->matrix
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&& current_shader
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&& current_shader->set_mvp
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&& current_shader->set_mvp(mvp->data, shader_data, mvp->matrix))
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return true;
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return false;
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}
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bool video_shader_driver_filter_type(video_shader_ctx_filter_t *filter)
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{
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if ( filter
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@ -297,7 +297,9 @@ bool video_shader_driver_scale(video_shader_ctx_scale_t *scaler);
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bool video_shader_driver_info(video_shader_ctx_info_t *shader_info);
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bool video_shader_driver_set_mvp(video_shader_ctx_mvp_t *mvp);
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#define video_shader_driver_set_mvp(mvp) \
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if (mvp.matrix && current_shader && current_shader->set_mvp) \
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current_shader->set_mvp(mvp.data, shader_data, mvp.matrix) \
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bool video_shader_driver_filter_type(video_shader_ctx_filter_t *filter);
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@ -175,7 +175,7 @@ static void menu_display_d3d_draw(void *data)
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mat = (math_matrix_4x4*)
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menu_display_d3d_get_default_mvp();
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video_shader_driver_set_coords(d3d, draw->coords);
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video_shader_driver_set_mvp(d3d, mat);
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video_shader_driver_set_mvp(mat);
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#endif
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d3d_draw_primitive(d3d->dev, (D3DPRIMITIVETYPE)
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@ -146,7 +146,7 @@ static void menu_display_gl_draw(void *data)
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mvp.matrix = draw->matrix_data ? (math_matrix_4x4*)draw->matrix_data
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: (math_matrix_4x4*)menu_display_gl_get_default_mvp();
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video_shader_driver_set_mvp(&mvp);
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video_shader_driver_set_mvp(mvp);
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glDrawArrays(menu_display_prim_to_gl_enum(
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draw->prim_type), 0, draw->coords->vertices);
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