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Remove usage of D3DX matrix functions.
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1106b78ba5
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@ -1,7 +1,7 @@
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#include <assert.h>
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#include <zlib.h>
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#include <sys/stat.h>
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#include <d3dx9.h>
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#include "math/Matrix4.h"
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#include "GSH_Direct3D9.h"
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#include "../gs/GsPixelFormats.h"
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@ -28,10 +28,8 @@ CGSH_Direct3D9::TEXTURE_INFO CGSH_Direct3D9::LoadTexture(const TEX0& tex0, uint3
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TEXTURE_INFO result;
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{
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D3DXMATRIX textureMatrix;
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D3DXMatrixIdentity(&textureMatrix);
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D3DXMatrixScaling(&textureMatrix, 1, 1, 1);
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m_device->SetTransform(D3DTS_TEXTURE0, &textureMatrix);
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auto textureMatrix = CMatrix4::MakeIdentity();
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m_device->SetTransform(D3DTS_TEXTURE0, reinterpret_cast<D3DMATRIX*>(&textureMatrix));
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}
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for(const auto& candidateFramebuffer : m_framebuffers)
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@ -44,10 +42,8 @@ CGSH_Direct3D9::TEXTURE_INFO CGSH_Direct3D9::LoadTexture(const TEX0& tex0, uint3
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float scaleRatioY = static_cast<float>(tex0.GetHeight()) / static_cast<float>(candidateFramebuffer->m_height);
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{
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D3DXMATRIX textureMatrix;
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D3DXMatrixIdentity(&textureMatrix);
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D3DXMatrixScaling(&textureMatrix, scaleRatioX, scaleRatioY, 1);
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m_device->SetTransform(D3DTS_TEXTURE0, &textureMatrix);
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auto textureMatrix = CMatrix4::MakeScale(scaleRatioX, scaleRatioY, 1);
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m_device->SetTransform(D3DTS_TEXTURE0, reinterpret_cast<D3DMATRIX*>(&textureMatrix));
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}
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result.texture = candidateFramebuffer->m_renderTarget;
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