(D3D9) Simplify some code
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@ -207,11 +207,11 @@ static INLINE void d3d9_renderchain_add_lut_internal(
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d3d9_renderchain_t *chain,
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unsigned index, unsigned i)
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{
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/* 2 = D3D_TEXTURE_FILTER_LINEAR, 1 = D3D_TEXTURE_FILTER_POINT */
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int32_t filter = chain->luts->data[i].smooth ? 2 : 1;
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IDirect3DDevice9_SetTexture(chain->dev, index, (IDirect3DBaseTexture9*)chain->luts->data[i].tex);
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IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_MAGFILTER,
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d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
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IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_MINFILTER,
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d3d_translate_filter(chain->luts->data[i].smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST));
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IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_MAGFILTER, filter);
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IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_MINFILTER, filter);
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IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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IDirect3DDevice9_SetSamplerState(chain->dev, index, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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unsigned_vector_list_append(chain->bound_tex, index);
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@ -302,6 +302,7 @@ static bool hlsl_d3d9_renderchain_create_first_pass(
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for (i = 0; i < TEXTURES; i++)
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{
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int32_t filter = d3d_translate_filter(info->pass->filter);
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chain->prev.last_width[i] = 0;
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chain->prev.last_height[i] = 0;
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chain->prev.vertex_buf[i] = (LPDIRECT3DVERTEXBUFFER9)
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@ -320,16 +321,12 @@ static bool hlsl_d3d9_renderchain_create_first_pass(
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if (!chain->prev.tex[i])
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return false;
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IDirect3DDevice9_SetTexture(chain->dev, 0,
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(IDirect3DBaseTexture9*)chain->prev.tex[i]);
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IDirect3DDevice9_SetSamplerState(dev,
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0, D3DSAMP_MINFILTER, d3d_translate_filter(info->pass->filter));
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IDirect3DDevice9_SetSamplerState(dev,
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0, D3DSAMP_MAGFILTER, d3d_translate_filter(info->pass->filter));
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IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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IDirect3DDevice9_SetTexture(chain->dev, 0,
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(IDirect3DBaseTexture9*)NULL);
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IDirect3DDevice9_SetTexture(chain->dev, 0, (IDirect3DBaseTexture9*)chain->prev.tex[i]);
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IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_MINFILTER, filter);
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IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_MAGFILTER, filter);
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IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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IDirect3DDevice9_SetSamplerState(dev, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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IDirect3DDevice9_SetTexture(chain->dev, 0, (IDirect3DBaseTexture9*)NULL);
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}
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d3d9_hlsl_load_program_from_file(chain->dev,
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