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(D3D) Cleanup render_chain.hpp
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@ -161,74 +161,5 @@ void renderchain_bind_prev(void *data, Pass &pass);
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void renderchain_bind_luts(void *data, Pass &pass);
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void renderchain_bind_pass(void *data, Pass &pass, unsigned pass_index);
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#if 0
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class RenderChain
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{
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public:
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bool set_pass_size(unsigned pass, unsigned width, unsigned height);
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void set_final_viewport(const D3DVIEWPORT &final_viewport);
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bool add_pass(const LinkInfo &info);
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bool add_lut(const std::string &id, const std::string &path, bool smooth);
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void add_state_tracker(state_tracker_t *tracker);
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bool render(const void *data,
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unsigned width, unsigned height, unsigned pitch, unsigned rotation);
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static void convert_geometry(const LinkInfo &info,
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unsigned &out_width, unsigned &out_height,
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unsigned width, unsigned height,
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const D3DVIEWPORT &final_viewport);
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void clear();
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private:
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bool create_first_pass(const LinkInfo &info, PixelFormat fmt);
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#if defined(HAVE_CG)
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bool compile_shaders(CGprogram &fPrg, CGprogram &vPrg, const std::string &shader);
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void destroy_stock_shader(void);
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void destroy_shader(int i);
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void set_shaders(CGprogram &fPrg, CGprogram &vPrg);
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void set_shader_mvp(CGprogram &vPrg, D3DXMATRIX &tmp);
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void set_shader_params(Pass &pass,
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unsigned input_w, unsigned input_h,
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unsigned tex_w, unsigned tex_h,
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unsigned vp_w, unsigned vp_h);
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void bind_tracker(Pass &pass, unsigned pass_index);
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void bind_orig(Pass &pass);
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void bind_prev(Pass &pass);
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void bind_pass(Pass &pass, unsigned pass_index);
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bool init_shader_fvf(Pass &pass);
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void bind_luts(Pass &pass);
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#endif
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void set_mvp(CGprogram &vPrg,
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unsigned vp_width, unsigned vp_height,
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unsigned rotation);
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void set_vertices(Pass &pass,
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unsigned width, unsigned height,
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unsigned out_width, unsigned out_height,
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unsigned vp_width, unsigned vp_height,
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unsigned rotation);
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void set_viewport(const D3DVIEWPORT &vp);
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void clear_texture(Pass &pass);
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void blit_to_texture(const void *data,
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unsigned width, unsigned height,
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unsigned pitch);
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void render_pass(Pass &pass, unsigned pass_index);
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void log_info(const LinkInfo &info);
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D3DTEXTUREFILTERTYPE translate_filter(enum gfx_filter_type type);
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D3DTEXTUREFILTERTYPE translate_filter(bool smooth);
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void start_render();
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void end_render();
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void unbind_all();
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};
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#endif
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#endif
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