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(D3D9 HLSL) Add calc_and_set_shader_mvp
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@ -48,8 +48,6 @@
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#define d3d9_cg_set_param_1f(param, x) if (param) cgD3D9SetUniform(param, x)
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#define D3D_PI 3.14159265358979323846264338327
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#define set_cg_param(prog, param, val) do { \
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CGparameter cgp = cgGetNamedParameter(prog, param); \
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if (cgp) \
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@ -253,6 +253,10 @@ static void hlsl_d3d9_renderchain_set_vertices(
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params.fbo_info = NULL;
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params.fbo_info_cnt = 0;
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#if 0
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d3d9_cg_renderchain_calc_and_set_shader_mvp(
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/*pass->vPrg, */vp_width, vp_height, rotation);
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#endif
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video_shader_driver_set_parameters(¶ms);
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}
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@ -527,6 +531,24 @@ static void hlsl_d3d9_renderchain_render_pass(
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d3d9_set_sampler_magfilter(chain->dev, 0, D3DTEXF_POINT);
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}
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static void d3d9_hlsl_renderchain_calc_and_set_shader_mvp(
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unsigned vp_width, unsigned vp_height,
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unsigned rotation)
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{
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struct d3d_matrix proj, ortho, rot, matrix;
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d3d_matrix_ortho_off_center_lh(&ortho, 0, vp_width, 0, vp_height, 0, 1);
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d3d_matrix_identity(&rot);
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d3d_matrix_rotation_z(&rot, rotation * (D3D_PI / 2.0));
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d3d_matrix_multiply(&proj, &ortho, &rot);
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d3d_matrix_transpose(&matrix, &proj);
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#if 0
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cgD3D9SetUniformMatrix(cgpModelViewProj, (D3DMATRIX*)&matrix);
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#endif
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}
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static bool hlsl_d3d9_renderchain_render(
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d3d9_video_t *d3d,
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state_tracker_t *tracker,
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@ -578,6 +600,10 @@ static bool hlsl_d3d9_renderchain_render(
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chain->frame_count++;
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d3d9_hlsl_renderchain_calc_and_set_shader_mvp(
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/* chain->vStock, */ chain->final_viewport->Width,
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chain->final_viewport->Height, 0);
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return true;
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}
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@ -34,6 +34,8 @@ struct lut_info
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bool smooth;
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};
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#define D3D_PI 3.14159265358979323846264338327
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#define VECTOR_LIST_TYPE unsigned
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#define VECTOR_LIST_NAME unsigned
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#include "../../libretro-common/lists/vector_list.c"
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