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Fix second pass D3D9.
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@ -540,25 +540,23 @@ void D3DVideo::init_chain_singlepass(const video_info_t &video_info)
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if ((shader_type == RARCH_SHADER_CG || shader_type == RARCH_SHADER_AUTO) && *g_settings.video.cg_shader_path)
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cg_shader = info.shader_path = g_settings.video.cg_shader_path;
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bool second_pass = !cg_shader.empty() && *g_settings.video.second_pass_shader;
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bool second_pass = g_settings.video.render_to_texture;
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if (g_settings.video.render_to_texture)
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if (second_pass)
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{
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info.scale_x = g_settings.video.fbo.scale_x;
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info.scale_y = g_settings.video.fbo.scale_y;
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info.filter_linear = video_info.smooth;
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info.tex_w = info.tex_h = RARCH_SCALE_BASE * video_info.input_scale;
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info.scale_type_x = info.scale_type_y = LinkInfo::Relative;
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info.scale_x = g_settings.video.fbo.scale_x;
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info.scale_y = g_settings.video.fbo.scale_y;
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info.filter_linear = video_info.smooth;
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info.tex_w = next_pow2(RARCH_SCALE_BASE * video_info.input_scale);
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info.tex_h = next_pow2(RARCH_SCALE_BASE * video_info.input_scale);
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info.scale_type_x = info.scale_type_y = LinkInfo::Relative;
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if (second_pass)
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{
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info_second.scale_x = info_second.scale_y = 1.0f;
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info_second.scale_type_x = info_second.scale_type_y = LinkInfo::Viewport;
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info_second.filter_linear = g_settings.video.second_pass_smooth;
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info_second.tex_w = next_pow2(screen_width);
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info_second.tex_h = next_pow2(screen_height);
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info_second.shader_path = g_settings.video.second_pass_shader;
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}
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info_second.scale_x = info_second.scale_y = 1.0f;
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info_second.scale_type_x = info_second.scale_type_y = LinkInfo::Viewport;
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info_second.filter_linear = g_settings.video.second_pass_smooth;
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info_second.tex_w = next_pow2(info.tex_w * info.scale_x);
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info_second.tex_h = next_pow2(info.tex_h * info.scale_y);
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info_second.shader_path = g_settings.video.second_pass_shader;
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}
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else
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{
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