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https://github.com/CTCaer/RetroArch.git
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(D3D) Style nits
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24cc0b5e4d
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@ -328,7 +328,8 @@ void d3d_texture_blit(void *data, unsigned pixel_size,
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return;
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#ifdef _XBOX
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d3d_set_texture(d3d->dev, 0, NULL); // Set the texture to null so D3D don't complain about it being in use...
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/* Set the texture to NULL so D3D doesn't complain about it being in use... */
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d3d_set_texture(d3d->dev, 0, NULL);
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D3DTexture_LockRect(tex, 0, lr, NULL, D3DLOCK_NOSYSLOCK);
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#if defined(_XBOX360)
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D3DSURFACE_DESC desc;
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@ -615,21 +615,21 @@ void renderchain_bind_luts(void *data, void *pass_data)
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{
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CGparameter vparam;
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CGparameter fparam = cgGetNamedParameter(pass->fPrg, chain->luts[i].id);
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int bound_index = -1;
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int bound_index = -1;
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if (fparam)
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{
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index = cgGetParameterResourceIndex(fparam);
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bound_index = index;
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index = cgGetParameterResourceIndex(fparam);
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bound_index = index;
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renderchain_add_lut(chain, index, i);
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}
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vparam = cgGetNamedParameter(pass->vPrg, chain->luts[i].id);
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vparam = cgGetNamedParameter(pass->vPrg, chain->luts[i].id);
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if (vparam)
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{
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index = cgGetParameterResourceIndex(vparam);
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index = cgGetParameterResourceIndex(vparam);
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if (index != (unsigned)bound_index)
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renderchain_add_lut(chain, index, i);
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}
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@ -750,7 +750,7 @@ bool renderchain_init(void *data, const video_info_t *video_info,
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#endif
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chain->video_info = video_info;
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chain->tracker = NULL;
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chain->final_viewport = (D3DVIEWPORT*)final_viewport_;
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chain->final_viewport = (D3DVIEWPORT*)final_viewport_;
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chain->frame_count = 0;
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chain->pixel_size = (fmt == RGB565) ? 2 : 4;
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@ -812,7 +812,7 @@ void renderchain_set_final_viewport(void *data, const void *viewport_data)
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bool renderchain_set_pass_size(void *data, unsigned pass_index,
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unsigned width, unsigned height)
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{
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renderchain_t *chain = (renderchain_t*)data;
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renderchain_t *chain = (renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = chain->dev;
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Pass *pass = (Pass*)&chain->passes[pass_index];
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@ -891,7 +891,7 @@ bool renderchain_add_lut(void *data, const char *id,
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bool smooth)
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{
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lut_info info;
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renderchain_t *chain = (renderchain_t*)data;
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renderchain_t *chain = (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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@ -1006,6 +1006,7 @@ bool renderchain_render(void *chain_data, const void *data,
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viewport.Height = to_pass->info.tex_h;
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viewport.MinZ = 0.0f;
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viewport.MaxZ = 1.0f;
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d3d_set_viewport(d3dr, &viewport);
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d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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@ -1,7 +1,7 @@
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static void renderchain_set_mvp(void *data, unsigned vp_width,
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unsigned vp_height, unsigned rotation)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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d3d_video_t *d3d = (d3d_video_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)d3d->dev;
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#if defined(_XBOX360) && defined(HAVE_HLSL)
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@ -23,6 +23,7 @@ static void renderchain_set_mvp(void *data, unsigned vp_width,
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static void renderchain_clear(void *data)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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d3d_texture_free(d3d->tex);
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d3d_vertex_buffer_free(d3d->vertex_buf);
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@ -112,7 +113,7 @@ static bool renderchain_init(void *data, const video_info_t *info)
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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global_t *global = global_get_ptr();
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chain->pixel_size = info->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
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chain->pixel_size = info->rgb32 ? sizeof(uint32_t) : sizeof(uint16_t);
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if (!renderchain_create_first_pass(chain, info))
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return false;
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@ -126,73 +127,74 @@ static bool renderchain_init(void *data, const video_info_t *info)
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return true;
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}
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static void renderchain_set_vertices(void *data, unsigned pass, unsigned width, unsigned height)
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static void renderchain_set_vertices(void *data, unsigned pass,
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unsigned width, unsigned height)
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{
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d3d_video_t *d3d = (d3d_video_t*)data;
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runloop_t *runloop = rarch_main_get_ptr();
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d3d_video_t *d3d = (d3d_video_t*)data;
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runloop_t *runloop = rarch_main_get_ptr();
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if (d3d->last_width != width || d3d->last_height != height)
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{
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unsigned i;
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void *verts = NULL;
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Vertex vert[4];
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void *verts = NULL;
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d3d->last_width = width;
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d3d->last_width = width;
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d3d->last_height = height;
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Vertex vert[4];
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float tex_w = width;
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float tex_h = height;
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float tex_w = width;
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float tex_h = height;
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#ifdef _XBOX360
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tex_w /= ((float)d3d->tex_w);
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tex_h /= ((float)d3d->tex_h);
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tex_w /= ((float)d3d->tex_w);
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tex_h /= ((float)d3d->tex_h);
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#endif
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vert[0].x = -1.0f;
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vert[1].x = 1.0f;
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vert[2].x = -1.0f;
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vert[3].x = 1.0f;
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vert[0].x = -1.0f;
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vert[1].x = 1.0f;
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vert[2].x = -1.0f;
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vert[3].x = 1.0f;
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vert[0].y = -1.0f;
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vert[1].y = -1.0f;
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vert[2].y = 1.0f;
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vert[3].y = 1.0f;
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vert[0].y = -1.0f;
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vert[1].y = -1.0f;
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vert[2].y = 1.0f;
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vert[3].y = 1.0f;
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#if defined(_XBOX1)
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vert[0].z = 1.0f;
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vert[1].z = 1.0f;
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vert[2].z = 1.0f;
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vert[3].z = 1.0f;
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vert[0].z = 1.0f;
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vert[1].z = 1.0f;
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vert[2].z = 1.0f;
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vert[3].z = 1.0f;
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vert[0].rhw = 0.0f;
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vert[1].rhw = tex_w;
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vert[2].rhw = 0.0f;
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vert[3].rhw = tex_w;
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vert[0].rhw = 0.0f;
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vert[1].rhw = tex_w;
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vert[2].rhw = 0.0f;
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vert[3].rhw = tex_w;
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vert[0].u = tex_h;
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vert[1].u = tex_h;
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vert[2].u = 0.0f;
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vert[3].u = 0.0f;
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vert[0].u = tex_h;
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vert[1].u = tex_h;
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vert[2].u = 0.0f;
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vert[3].u = 0.0f;
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vert[0].v = 0.0f;
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vert[1].v = 0.0f;
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vert[2].v = 0.0f;
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vert[3].v = 0.0f;
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vert[0].v = 0.0f;
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vert[1].v = 0.0f;
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vert[2].v = 0.0f;
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vert[3].v = 0.0f;
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#elif defined(_XBOX360)
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vert[0].u = 0.0f;
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vert[1].u = tex_w;
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vert[2].u = 0.0f;
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vert[3].u = tex_w;
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vert[0].u = 0.0f;
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vert[1].u = tex_w;
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vert[2].u = 0.0f;
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vert[3].u = tex_w;
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vert[0].v = tex_h;
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vert[1].v = tex_h;
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vert[2].v = 0.0f;
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vert[3].v = 0.0f;
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vert[0].v = tex_h;
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vert[1].v = tex_h;
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vert[2].v = 0.0f;
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vert[3].v = 0.0f;
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#endif
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/* Align texels and vertices. */
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for (i = 0; i < 4; i++)
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{
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vert[i].x -= 0.5f / ((float)d3d->tex_w);
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vert[i].y += 0.5f / ((float)d3d->tex_h);
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vert[i].x -= 0.5f / ((float)d3d->tex_w);
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vert[i].y += 0.5f / ((float)d3d->tex_h);
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}
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verts = d3d_vertex_buffer_lock(d3d->vertex_buf);
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