(D3D) Go through more wrapper functions
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5e8fd1cf03
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@ -87,7 +87,7 @@ static void d3d_overlay_render(void *data, overlay_t *overlay)
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vertex_decl->Release();
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vertex_decl->Release();
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#endif
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#endif
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D3DDevice_SetStreamSources(d3d->dev, 0, overlay->vert_buf,
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d3d_set_stream_source(d3d->dev, 0, overlay->vert_buf,
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0, sizeof(overlay_vertex));
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0, sizeof(overlay_vertex));
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if (overlay->fullscreen)
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if (overlay->fullscreen)
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@ -105,11 +105,11 @@ static void d3d_overlay_render(void *data, overlay_t *overlay)
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/* Render overlay. */
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/* Render overlay. */
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d3d->dev->SetTexture(0, overlay->tex);
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d3d->dev->SetTexture(0, overlay->tex);
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D3DDevice_SetSamplerState_AddressU(d3d->dev, 0, D3DTADDRESS_BORDER);
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d3d_set_sampler_address_u(d3d->dev, 0, D3DTADDRESS_BORDER);
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D3DDevice_SetSamplerState_AddressV(d3d->dev, 0, D3DTADDRESS_BORDER);
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d3d_set_sampler_address_v(d3d->dev, 0, D3DTADDRESS_BORDER);
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D3DDevice_SetSamplerState_MinFilter(d3d->dev, 0, D3DTEXF_LINEAR);
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d3d_set_sampler_minfilter(d3d->dev, 0, D3DTEXF_LINEAR);
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D3DDevice_SetSamplerState_MagFilter(d3d->dev, 0, D3DTEXF_LINEAR);
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d3d_set_sampler_magfilter(d3d->dev, 0, D3DTEXF_LINEAR);
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D3DDevice_DrawPrimitive(d3d->dev, D3DPT_TRIANGLESTRIP, 0, 2);
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d3d_draw_primitive(d3d->dev, D3DPT_TRIANGLESTRIP, 0, 2);
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/* Restore previous state. */
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/* Restore previous state. */
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d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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d3d->dev->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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@ -161,7 +161,7 @@ bool renderchain_add_pass(void *data, const LinkInfo *info)
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? D3DUSAGE_SOFTWAREPROCESSING : 0,
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? D3DUSAGE_SOFTWAREPROCESSING : 0,
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0,
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0,
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D3DPOOL_DEFAULT,
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D3DPOOL_DEFAULT,
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pass.vertex_buf,
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&pass.vertex_buf,
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NULL)))
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NULL)))
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return false;
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return false;
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