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https://github.com/libretro/RetroArch.git
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Use d3d wrapper functions more
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@ -1552,8 +1552,8 @@ static bool d3d_overlay_load(void *data,
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return false;
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}
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if (SUCCEEDED(overlay->tex->LockRect(0, &d3dlr,
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NULL, D3DLOCK_NOSYSLOCK)))
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if (d3d_lockrectangle(overlay->tex, 0, &d3dlr,
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NULL, 0, D3DLOCK_NOSYSLOCK))
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{
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uint32_t *dst = (uint32_t*)(d3dlr.pBits);
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const uint32_t *src = images[i].pixels;
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@ -1561,7 +1561,7 @@ static bool d3d_overlay_load(void *data,
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for (y = 0; y < height; y++, dst += pitch, src += width)
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memcpy(dst, src, width << 2);
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overlay->tex->UnlockRect(0);
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d3d_unlock_rectangle(overlay->tex);
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}
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overlay->tex_w = width;
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@ -1916,11 +1916,8 @@ static void d3d_set_menu_texture_frame(void *data,
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d3d->menu->alpha_mod = alpha;
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#ifdef _XBOX
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d3d->menu->tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK);
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#else
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if (SUCCEEDED(d3d->menu->tex->LockRect(0, &d3dlr, NULL, D3DLOCK_NOSYSLOCK)))
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#endif
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if (d3d_lock_rectangle(d3d->menu->tex, 0, &d3dlr,
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NULL, 0, D3DLOCK_NOSYSLOCK))
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{
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unsigned h, w;
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if (rgb32)
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@ -1958,8 +1955,9 @@ static void d3d_set_menu_texture_frame(void *data,
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}
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}
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if (d3d->menu)
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d3d->menu->tex->UnlockRect(0);
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d3d_unlock_rectangle(d3d->menu->tex);
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}
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}
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@ -299,7 +299,7 @@ void d3d_clear(LPDIRECT3DDEVICE dev,
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#endif
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}
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void d3d_lockrectangle(LPDIRECT3DTEXTURE tex,
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void d3d_lock_rectangle(LPDIRECT3DTEXTURE tex,
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unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
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unsigned rectangle_height, unsigned flags)
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{
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@ -313,14 +313,14 @@ void d3d_lockrectangle(LPDIRECT3DTEXTURE tex,
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#endif
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}
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void d3d_unlockrectangle_clear(LPDIRECT3DTEXTURE tex)
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void d3d_unlock_rectangle(LPDIRECT3DTEXTURE tex)
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{
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#ifndef _XBOX
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tex->UnlockRect(0);
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#endif
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}
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void d3d_lockrectangle_clear(LPDIRECT3DTEXTURE tex,
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void d3d_lock_rectangle_clear(LPDIRECT3DTEXTURE tex,
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unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
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unsigned rectangle_height, unsigned flags)
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{
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@ -328,7 +328,7 @@ void d3d_lockrectangle_clear(LPDIRECT3DTEXTURE tex,
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level = 0;
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#endif
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memset(lock_rect->pBits, level, rectangle_height * lock_rect->Pitch);
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d3d_unlockrectangle_clear(tex);
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d3d_unlock_rectangle(tex);
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}
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void d3d_set_viewport(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp)
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@ -72,15 +72,15 @@ void d3d_clear(LPDIRECT3DDEVICE dev,
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unsigned count, const D3DRECT *rects, unsigned flags,
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D3DCOLOR color, float z, unsigned stencil);
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void d3d_lockrectangle(LPDIRECT3DTEXTURE tex,
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void d3d_lock_rectangle(LPDIRECT3DTEXTURE tex,
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unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
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unsigned rectangle_height, unsigned flags);
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void d3d_lockrectangle_clear(LPDIRECT3DTEXTURE tex,
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void d3d_lock_rectangle_clear(LPDIRECT3DTEXTURE tex,
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unsigned level, D3DLOCKED_RECT *lock_rect, RECT *rect,
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unsigned rectangle_height, unsigned flags);
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void d3d_unlockrectangle_clear(LPDIRECT3DTEXTURE tex);
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void d3d_unlock_rectangle(LPDIRECT3DTEXTURE tex);
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void d3d_set_texture(LPDIRECT3DDEVICE dev, unsigned sampler,
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LPDIRECT3DTEXTURE tex);
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@ -1338,9 +1338,9 @@ static void renderchain_blit_to_texture(void *data,
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if (first->last_width != width || first->last_height != height)
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{
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d3d_lockrectangle(first->tex, 0, &d3dlr,
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d3d_lock_rectangle(first->tex, 0, &d3dlr,
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NULL, first->info.tex_h, D3DLOCK_NOSYSLOCK);
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d3d_lockrectangle_clear(first->tex, 0, &d3dlr,
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d3d_lock_rectangle_clear(first->tex, 0, &d3dlr,
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NULL, first->info.tex_h, D3DLOCK_NOSYSLOCK);
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}
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@ -234,9 +234,9 @@ static void renderchain_blit_to_texture(void *data, const void *frame,
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if (chain->last_width != width || chain->last_height != height)
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{
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d3d_lockrectangle(chain->tex,
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d3d_lock_rectangle(chain->tex,
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0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
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d3d_lockrectangle_clear(chain->tex,
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d3d_lock_rectangle_clear(chain->tex,
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0, &d3dlr, NULL, chain->tex_h, D3DLOCK_NOSYSLOCK);
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}
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