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(D3D) Buildfixes
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@ -1126,10 +1126,11 @@ static bool cg_d3d9_renderchain_add_pass(void *data, const void *info_data)
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return true;
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}
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static bool cg_d3d9_renderchain_add_lut(cg_renderchain_t *chain,
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static bool cg_d3d9_renderchain_add_lut(void *data,
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const char *id, const char *path, bool smooth)
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{
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lut_info info;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = chain->dev;
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LPDIRECT3DTEXTURE lut = (LPDIRECT3DTEXTURE)
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d3d_texture_new(d3dr,
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@ -1391,14 +1392,15 @@ static void renderchain_render_pass(
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}
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static bool cg_d3d9_renderchain_render(
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cg_renderchain_t *chain,
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const void *data,
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void *data
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const void *frame_data,
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unsigned width, unsigned height,
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unsigned pitch, unsigned rotation)
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{
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Pass *last_pass;
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LPDIRECT3DSURFACE back_buffer, target;
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unsigned i, current_width, current_height, out_width = 0, out_height = 0;
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cg_renderchain_t *chain = (cg_renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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renderchain_start_render(chain);
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@ -1409,7 +1411,7 @@ static bool cg_d3d9_renderchain_render(
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&out_width, &out_height,
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current_width, current_height, chain->final_viewport);
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renderchain_blit_to_texture(chain, data, width, height, pitch);
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renderchain_blit_to_texture(chain, frame_data, width, height, pitch);
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/* Grab back buffer. */
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d3dr->GetRenderTarget(0, &back_buffer);
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