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https://github.com/libretro/RetroArch
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(D3D) Cleanups
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736f6eb8b6
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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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@ -305,10 +301,8 @@ 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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@ -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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@ -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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