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https://github.com/libretro/RetroArch
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(XDK1) Build fixes
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@ -1044,10 +1044,14 @@ extern struct texture_image *menu_texture;
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#endif
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#endif
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#ifdef _XBOX1
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#ifdef _XBOX1
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#include <formats/image.h>
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static bool texture_image_render(d3d_video_t *d3d,
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static bool texture_image_render(d3d_video_t *d3d,
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struct texture_image *out_img,
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struct texture_image *out_img,
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int x, int y, int w, int h, bool force_fullscreen)
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int x, int y, int w, int h, bool force_fullscreen)
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{
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{
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LPDIRECT3DTEXTURE d3dt;
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LPDIRECT3DVERTEXBUFFER d3dv;
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void *verts = NULL;
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void *verts = NULL;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
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float fX = (float)(x);
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float fX = (float)(x);
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@ -1055,7 +1059,11 @@ static bool texture_image_render(d3d_video_t *d3d,
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if (!d3d)
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if (!d3d)
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return false;
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return false;
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if (!out_img->pixels || !out_img->vertex_buf)
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d3dt = (LPDIRECT3DTEXTURE)out_img->texture_buf;
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d3dv = (LPDIRECT3DVERTEXBUFFER)out_img->vertex_buf;
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if (!d3dt || !d3dv)
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return false;
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return false;
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/* Create the new vertices. */
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/* Create the new vertices. */
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@ -1069,22 +1077,22 @@ static bool texture_image_render(d3d_video_t *d3d,
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};
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};
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/* Load the existing vertices */
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/* Load the existing vertices */
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verts = d3d_vertex_buffer_lock(out_img->vertex_buf);
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verts = d3d_vertex_buffer_lock(d3dv);
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if (!verts)
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if (!verts)
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return false;
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return false;
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/* Copy the new verts over the old verts */
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/* Copy the new verts over the old verts */
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memcpy(verts, newVerts, sizeof(newVerts));
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memcpy(verts, newVerts, sizeof(newVerts));
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d3d_vertex_buffer_unlock(out_img->vertex_buf);
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d3d_vertex_buffer_unlock(d3dv);
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d3d_enable_blend_func(d3d->dev);
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d3d_enable_blend_func(d3d->dev);
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d3d_enable_alpha_blend_texture_func(d3d->dev);
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d3d_enable_alpha_blend_texture_func(d3d->dev);
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/* Draw the quad. */
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/* Draw the quad. */
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d3d_set_texture(d3dr, 0, out_img->texture_buf);
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d3d_set_texture(d3dr, 0, d3dt);
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d3d_set_stream_source(d3dr, 0,
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d3d_set_stream_source(d3dr, 0,
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out_img->vertex_buf, 0, sizeof(Vertex));
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d3dv, 0, sizeof(Vertex));
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d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL);
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d3d_set_vertex_shader(d3dr, D3DFVF_CUSTOMVERTEX, NULL);
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if (force_fullscreen)
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if (force_fullscreen)
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@ -144,12 +144,16 @@ static bool rpng_gx_convert_texture32(struct texture_image *image)
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void texture_image_free(struct texture_image *img)
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void texture_image_free(struct texture_image *img)
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{
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{
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#ifdef _XBOX1
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LPDIRECT3DTEXTURE d3dt = (LPDIRECT3DTEXTURE)img->texture_buf;
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LPDIRECT3DVERTEXBUFFER d3dv = (LPDIRECT3DVERTEXBUFFER)img->vertex_buf;
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#endif
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if (!img)
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if (!img)
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return;
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return;
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#ifdef _XBOX1
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#ifdef _XBOX1
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d3d_vertex_buffer_free(img->vertex_buf, NULL);
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d3d_vertex_buffer_free(d3dv, NULL);
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d3d_texture_free(img->texture_buf);
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d3d_texture_free(d3dt);
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#endif
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#endif
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if (img->pixels)
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if (img->pixels)
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free(img->pixels);
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free(img->pixels);
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@ -35,8 +35,8 @@ struct texture_image
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#ifdef _XBOX1
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#ifdef _XBOX1
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unsigned x;
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unsigned x;
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unsigned y;
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unsigned y;
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LPDIRECT3DTEXTURE texture_buf;
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void *texture_buf;
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LPDIRECT3DVERTEXBUFFER vertex_buf;
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void *vertex_buf;
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#endif
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#endif
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uint32_t *pixels;
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uint32_t *pixels;
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};
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};
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