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(D3D) Use defines to hide away D3D version-specific types
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@ -34,6 +34,14 @@
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#include <string>
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#include <vector>
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#define LPDIRECT3D LPDIRECT3D9
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#define LPDIRECT3DDEVICE LPDIRECT3DDEVICE9
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#define LPDIRECT3DTEXTURE LPDIRECT3DTEXTURE9
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#define LPDIRECT3DVERTEXBUFFER LPDIRECT3DVERTEXBUFFER9
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#define LPDIRECT3DSURFACE LPDIRECT3DSURFACE9
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#define LPDIRECT3DVERTEXDECLARATION LPDIRECT3DVERTEXDECLARATION9
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#define D3DVIEWPORT D3DVIEWPORT9
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class RenderChain;
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typedef struct
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@ -48,8 +56,8 @@ typedef struct
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bool fullscreen;
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bool enabled;
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float alpha_mod;
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IDirect3DTexture9 *tex;
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IDirect3DVertexBuffer9 *vert_buf;
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LPDIRECT3DTEXTURE tex;
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LPDIRECT3DVERTEXBUFFER vert_buf;
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} overlay_t;
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class D3DVideo
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@ -105,8 +113,8 @@ class D3DVideo
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WNDCLASSEX windowClass;
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HWND hWnd;
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IDirect3D9 *g_pD3D;
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IDirect3DDevice9 *dev;
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LPDIRECT3D g_pD3D;
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LPDIRECT3DDEVICE dev;
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LPD3DXFONT font;
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void recompute_pass_sizes();
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@ -115,7 +123,7 @@ class D3DVideo
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unsigned screen_width;
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unsigned screen_height;
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unsigned rotation;
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D3DVIEWPORT9 final_viewport;
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D3DVIEWPORT final_viewport;
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std::string cg_shader;
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@ -343,8 +343,8 @@ bool D3DVideo::read_viewport(uint8_t *buffer)
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RARCH_PERFORMANCE_INIT(d3d_read_viewport);
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RARCH_PERFORMANCE_START(d3d_read_viewport);
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bool ret = true;
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IDirect3DSurface9 *target = NULL;
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IDirect3DSurface9 *dest = NULL;
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LPDIRECT3DSURFACE target = NULL;
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LPDIRECT3DSURFACE dest = NULL;
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if (FAILED(Callback::d3d_err = dev->GetRenderTarget(0, &target)))
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{
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@ -916,14 +916,10 @@ bool D3DVideo::set_shader(const std::string &path)
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int D3DVideo::process_shader(void)
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{
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int ret = 0;
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if (strcmp(path_get_extension(cg_shader.c_str()), "cgp") == 0)
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ret = init_multipass();
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else
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ret = init_singlepass();
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return init_multipass();
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if (ret)
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return ret;
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return init_singlepass();
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}
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void D3DVideo::recompute_pass_sizes(void)
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@ -1229,7 +1225,7 @@ void D3DVideo::overlay_render(overlay_t &overlay)
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{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
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D3DDECL_END()
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};
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IDirect3DVertexDeclaration9 *vertex_decl;
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LPDIRECT3DVERTEXDECLARATION vertex_decl;
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dev->CreateVertexDeclaration(vElems, &vertex_decl);
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dev->SetVertexDeclaration(vertex_decl);
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vertex_decl->Release();
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