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https://github.com/libretro/RetroArch
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(D3D) Cleanups
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@ -245,13 +245,9 @@ static void d3d10_get_overlay_interface(void* data, const video_overlay_interfac
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*iface = &overlay_interface;
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}
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static void d3d10_render_overlay(void *data)
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static void d3d10_render_overlay(d3d10_video_t *d3d10)
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{
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unsigned i;
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d3d10_video_t* d3d10 = (d3d10_video_t*)data;
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if (!d3d10)
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return;
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if (d3d10->overlays.fullscreen)
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D3D10SetViewports(d3d10->device, 1, &d3d10->viewport);
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@ -305,29 +301,27 @@ static void d3d10_gfx_set_rotation(void* data, unsigned rotation)
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D3D10UnmapBuffer(d3d10->frame.ubo);
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}
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static void d3d10_update_viewport(void* data, bool force_full)
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static void d3d10_update_viewport(d3d10_video_t *d3d10, bool force_full)
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{
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d3d10_video_t* d3d10 = (d3d10_video_t*)data;
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video_driver_update_viewport(&d3d10->vp, force_full, d3d10->keep_aspect);
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d3d10->frame.viewport.TopLeftX = d3d10->vp.x;
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d3d10->frame.viewport.TopLeftY = d3d10->vp.y;
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d3d10->frame.viewport.Width = d3d10->vp.width;
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d3d10->frame.viewport.Height = d3d10->vp.height;
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d3d10->frame.viewport.MaxDepth = 0.0f;
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d3d10->frame.viewport.MaxDepth = 1.0f;
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d3d10->frame.viewport.TopLeftX = d3d10->vp.x;
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d3d10->frame.viewport.TopLeftY = d3d10->vp.y;
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d3d10->frame.viewport.Width = d3d10->vp.width;
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d3d10->frame.viewport.Height = d3d10->vp.height;
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d3d10->frame.viewport.MaxDepth = 0.0f;
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d3d10->frame.viewport.MaxDepth = 1.0f;
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if (d3d10->shader_preset && (d3d10->frame.output_size.x != d3d10->vp.width ||
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d3d10->frame.output_size.y != d3d10->vp.height))
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d3d10->resize_render_targets = true;
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d3d10->frame.output_size.x = d3d10->vp.width;
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d3d10->frame.output_size.y = d3d10->vp.height;
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d3d10->frame.output_size.z = 1.0f / d3d10->vp.width;
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d3d10->frame.output_size.w = 1.0f / d3d10->vp.height;
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d3d10->frame.output_size.x = d3d10->vp.width;
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d3d10->frame.output_size.y = d3d10->vp.height;
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d3d10->frame.output_size.z = 1.0f / d3d10->vp.width;
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d3d10->frame.output_size.w = 1.0f / d3d10->vp.height;
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d3d10->resize_viewport = false;
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d3d10->resize_viewport = false;
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}
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static void d3d10_free_shader_preset(d3d10_video_t* d3d10)
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@ -267,13 +267,9 @@ static void d3d11_get_overlay_interface(
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*iface = &overlay_interface;
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}
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static void d3d11_render_overlay(void *data)
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static void d3d11_render_overlay(d3d11_video_t *d3d11)
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{
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unsigned i;
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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if (!d3d11)
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return;
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if (d3d11->overlays.fullscreen)
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d3d11->context->lpVtbl->RSSetViewports(d3d11->context, 1, &d3d11->viewport);
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@ -445,10 +441,8 @@ static void d3d11_gfx_set_rotation(void* data, unsigned rotation)
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d3d11->context->lpVtbl->Unmap(d3d11->context, (D3D11Resource)d3d11->frame.ubo, 0);
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}
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static void d3d11_update_viewport(void* data, bool force_full)
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static void d3d11_update_viewport(d3d11_video_t *d3d11, bool force_full)
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{
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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video_driver_update_viewport(&d3d11->vp, force_full, d3d11->keep_aspect);
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d3d11->frame.viewport.TopLeftX = d3d11->vp.x;
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@ -467,7 +461,7 @@ static void d3d11_update_viewport(void* data, bool force_full)
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d3d11->frame.output_size.z = 1.0f / d3d11->vp.width;
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d3d11->frame.output_size.w = 1.0f / d3d11->vp.height;
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d3d11->resize_viewport = false;
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d3d11->resize_viewport = false;
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}
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static void d3d11_free_shader_preset(d3d11_video_t* d3d11)
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@ -106,8 +106,8 @@ d3d12_overlay_vertex_geom(void* data, unsigned index, float x, float y, float w,
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sprites[index].pos.w = w;
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sprites[index].pos.h = h;
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range.Begin = index * sizeof(*sprites);
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range.End = range.Begin + sizeof(*sprites);
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range.Begin = index * sizeof(*sprites);
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range.End = range.Begin + sizeof(*sprites);
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D3D12Unmap(d3d12->overlays.vbo, 0, &range);
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}
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@ -127,8 +127,8 @@ static void d3d12_overlay_tex_geom(void* data, unsigned index, float u, float v,
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sprites[index].coords.w = w;
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sprites[index].coords.h = h;
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range.Begin = index * sizeof(*sprites);
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range.End = range.Begin + sizeof(*sprites);
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range.Begin = index * sizeof(*sprites);
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range.End = range.Begin + sizeof(*sprites);
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D3D12Unmap(d3d12->overlays.vbo, 0, &range);
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}
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@ -148,8 +148,8 @@ static void d3d12_overlay_set_alpha(void* data, unsigned index, float mod)
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sprites[index].colors[2] = sprites[index].colors[0];
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sprites[index].colors[3] = sprites[index].colors[0];
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range.Begin = index * sizeof(*sprites);
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range.End = range.Begin + sizeof(*sprites);
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range.Begin = index * sizeof(*sprites);
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range.End = range.Begin + sizeof(*sprites);
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D3D12Unmap(d3d12->overlays.vbo, 0, &range);
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}
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@ -244,13 +244,9 @@ static void d3d12_get_overlay_interface(void* data, const video_overlay_interfac
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*iface = &overlay_interface;
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}
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static void d3d12_render_overlay(void* data)
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static void d3d12_render_overlay(d3d12_video_t *d3d12)
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{
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unsigned i;
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d3d12_video_t* d3d12 = (d3d12_video_t*)data;
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if (!d3d12)
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return;
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if (d3d12->overlays.fullscreen)
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{
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@ -414,10 +410,8 @@ static void d3d12_gfx_set_rotation(void* data, unsigned rotation)
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D3D12Unmap(d3d12->frame.ubo, 0, NULL);
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}
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static void d3d12_update_viewport(void* data, bool force_full)
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static void d3d12_update_viewport(d3d12_video_t *d3d12, bool force_full)
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{
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d3d12_video_t* d3d12 = (d3d12_video_t*)data;
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video_driver_update_viewport(&d3d12->vp, force_full, d3d12->keep_aspect);
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d3d12->frame.viewport.TopLeftX = d3d12->vp.x;
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