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Wrap more D3D functions and move them to d3d_wrapper.cpp
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@ -392,6 +392,20 @@ void d3d_enable_alpha_blend_texture_func(void *data)
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dev->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_TEXTURE);
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}
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void d3d_frame_postprocess(void *data)
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{
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#if defined(_XBOX1)
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LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;
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global_t *global = global_get_ptr();
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if (!dev)
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return;
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dev->SetFlickerFilter(global->console.screen.flicker_filter_index);
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dev->SetSoftDisplayFilter(global->console.softfilter_enable);
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#endif
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}
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void d3d_disable_blend_func(void *data)
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{
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LPDIRECT3DDEVICE dev = (LPDIRECT3DDEVICE)data;
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@ -91,4 +91,6 @@ void d3d_set_vertex_declaration(void *data, void *vertex_data);
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void d3d_enable_alpha_blend_texture_func(void *data);
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void d3d_frame_postprocess(void *data);
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#endif
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@ -226,13 +226,8 @@ static void renderchain_blit_to_texture(void *data, const void *frame,
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D3DLOCKED_RECT d3dlr;
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xdk_renderchain_t *chain = (xdk_renderchain_t*)data;
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LPDIRECT3DDEVICE d3dr = (LPDIRECT3DDEVICE)chain->dev;
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driver_t *driver = driver_get_ptr();
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global_t *global = global_get_ptr();
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#if defined(_XBOX1)
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d3dr->SetFlickerFilter(global->console.screen.flicker_filter_index);
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d3dr->SetSoftDisplayFilter(global->console.softfilter_enable);
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#endif
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d3d_frame_postprocess(chain);
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if (chain->last_width != width || chain->last_height != height)
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{
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