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Fix function name clashes pt. 1
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186a9fe61b
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@ -304,7 +304,7 @@ void d3d_lock_rectangle_clear(LPDIRECT3DTEXTURE 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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void d3d_set_viewports(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp)
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{
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#if defined(_XBOX360)
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D3DDevice_SetViewport(dev, vp);
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@ -95,7 +95,7 @@ void d3d_texture_blit(unsigned pixel_size,
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bool d3d_vertex_declaration_new(LPDIRECT3DDEVICE dev,
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const void *vertex_data, void **decl_data);
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void d3d_set_viewport(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp);
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void d3d_set_viewports(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp);
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void d3d_enable_blend_func(void *data);
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@ -1267,7 +1267,7 @@ static void d3d_overlay_render(d3d_video_t *d3d, overlay_t *overlay)
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/* Restore previous state. */
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d3d_disable_blend_func(d3d->dev);
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d3d_set_viewport(d3d->dev, width, height, false, false);
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d3d_set_viewport(d3d, width, height, false, false);
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}
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static void d3d_free_overlay(d3d_video_t *d3d, overlay_t *overlay)
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@ -1485,7 +1485,7 @@ static bool d3d_frame(void *data, const void *frame,
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screen_vp.MaxZ = 1;
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screen_vp.Width = width;
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screen_vp.Height = height;
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d3d_set_viewport(d3d->dev, &screen_vp);
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d3d_set_viewports(d3d->dev, &screen_vp);
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d3d_clear(d3d->dev, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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/* Insert black frame first, so we
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@ -1305,7 +1305,7 @@ static void renderchain_set_viewport(void *data, void *viewport_data)
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if (!chain)
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return;
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d3d_set_viewport(chain->dev, vp);
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d3d_set_viewports(chain->dev, vp);
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}
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static void renderchain_blit_to_texture(
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@ -1440,7 +1440,7 @@ static bool cg_d3d9_renderchain_render(
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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_set_viewports(d3dr, &viewport);
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d3d_clear(d3dr, 0, 0, D3DCLEAR_TARGET, 0, 1, 0);
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viewport.Width = out_width;
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@ -376,7 +376,7 @@ static bool xdk_renderchain_render(void *data, const void *frame,
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renderchain_set_vertices(d3d, 1, frame_width, frame_height, *frame_count);
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d3d_set_texture(d3dr, 0, chain->tex);
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d3d_set_viewport(chain->dev, &d3d->final_viewport);
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d3d_set_viewports(chain->dev, &d3d->final_viewport);
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d3d_set_sampler_minfilter(d3dr, 0, settings->video.smooth ?
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D3DTEXF_LINEAR : D3DTEXF_POINT);
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d3d_set_sampler_magfilter(d3dr, 0, settings->video.smooth ?
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