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Simplify d3d_lockrectangle_clear
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c8767090fe
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@ -260,8 +260,7 @@ void d3d_clear(LPDIRECT3DDEVICE dev,
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#endif
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}
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void d3d_lockrectangle_clear(void *data,
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LPDIRECT3DTEXTURE tex,
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void d3d_lockrectangle_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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@ -66,8 +66,7 @@ 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_clear(void *data,
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LPDIRECT3DTEXTURE tex,
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void d3d_lockrectangle_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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@ -1326,7 +1326,7 @@ 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_clear(first, first->tex, 0, &d3dlr,
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d3d_lockrectangle_clear(first->tex, 0, &d3dlr,
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NULL, first->info.tex_h, D3DLOCK_NOSYSLOCK);
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}
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@ -231,7 +231,7 @@ static void renderchain_blit_to_texture(void *data, const void *frame,
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if (d3d->last_width != width || d3d->last_height != height)
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{
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d3d_lockrectangle_clear(d3d, d3d->tex,
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d3d_lockrectangle_clear(d3d->tex,
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0, &d3dlr, NULL, d3d->tex_h, D3DLOCK_NOSYSLOCK);
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}
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