D3D11+12: Minor cleanups
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@ -2736,7 +2736,7 @@ static void d3d11_init_render_targets(d3d11_video_t* d3d11, unsigned width, unsi
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height = d3d11->vp.height;
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}
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RARCH_LOG("[D3D11]: Updating framebuffer size %ux%u.\n", width, height);
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RARCH_DBG("[D3D11]: Updating framebuffer size %ux%u.\n", width, height);
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if ( (i != (d3d11->shader_preset->passes - 1))
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|| (width != d3d11->vp.width)
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@ -3082,10 +3082,9 @@ static bool d3d11_gfx_frame(
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}
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if (d3d11->shader_preset->pass[i].frame_count_mod)
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d3d11->pass[i].frame_count =
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frame_count % d3d11->shader_preset->pass[i].frame_count_mod;
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d3d11->pass[i].frame_count = frame_count % d3d11->shader_preset->pass[i].frame_count_mod;
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else
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d3d11->pass[i].frame_count = frame_count;
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d3d11->pass[i].frame_count = frame_count;
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#ifdef HAVE_REWIND
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d3d11->pass[i].frame_direction = state_manager_frame_is_reversed() ? -1 : 1;
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@ -3097,10 +3096,10 @@ static bool d3d11_gfx_frame(
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d3d11->pass[i].rotation = retroarch_get_rotation();
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d3d11->pass[i].core_aspect = video_driver_get_core_aspect();
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/* OriginalAspectRotated: return 1 / aspect for 90 and 270 rotated content */
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d3d11->pass[i].core_aspect_rot = video_driver_get_core_aspect();
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uint32_t rot = retroarch_get_rotation();
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if (rot == 1 || rot == 3)
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d3d11->pass[i].core_aspect_rot = 1/d3d11->pass[i].core_aspect_rot;
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d3d11->pass[i].core_aspect_rot = d3d11->pass[i].core_aspect;
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if ( d3d11->pass[i].rotation == VIDEO_ROTATION_90_DEG
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|| d3d11->pass[i].rotation == VIDEO_ROTATION_270_DEG)
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d3d11->pass[i].core_aspect_rot = 1 / d3d11->pass[i].core_aspect_rot;
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/* Sub-frame info for multiframe shaders (per real content frame).
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Should always be 1 for non-use of subframes */
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@ -3135,7 +3135,7 @@ static void d3d12_init_render_targets(d3d12_video_t* d3d12, unsigned width, unsi
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height = d3d12->vp.height;
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}
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RARCH_LOG("[D3D12]: Updating framebuffer size %ux%u.\n", width, height);
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RARCH_DBG("[D3D12]: Updating framebuffer size %ux%u.\n", width, height);
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if (i == (d3d12->shader_preset->passes - 1))
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{
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@ -3588,25 +3588,23 @@ static bool d3d12_gfx_frame(
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cmd->lpVtbl->SetPipelineState(cmd, d3d12->pass[i].pipe);
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if (d3d12->shader_preset->pass[i].frame_count_mod)
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d3d12->pass[i].frame_count = frame_count
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% d3d12->shader_preset->pass[i].frame_count_mod;
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d3d12->pass[i].frame_count = frame_count % d3d12->shader_preset->pass[i].frame_count_mod;
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else
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d3d12->pass[i].frame_count = frame_count;
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#ifdef HAVE_REWIND
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if (state_manager_frame_is_reversed())
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d3d12->pass[i].frame_direction = -1;
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else
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d3d12->pass[i].frame_direction = state_manager_frame_is_reversed() ? -1 : 1;
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#else
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d3d12->pass[i].frame_direction = 1;
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#endif
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d3d12->pass[i].frame_direction = 1;
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d3d12->pass[i].frame_time_delta = (uint32_t)video_driver_get_frame_time_delta_usec();
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d3d12->pass[i].original_fps = video_driver_get_original_fps();
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d3d12->pass[i].rotation = retroarch_get_rotation();
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d3d12->pass[i].core_aspect = video_driver_get_core_aspect();
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d3d12->pass[i].frame_time_delta = (uint32_t)video_driver_get_frame_time_delta_usec();
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d3d12->pass[i].original_fps = video_driver_get_original_fps();
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d3d12->pass[i].rotation = retroarch_get_rotation();
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d3d12->pass[i].core_aspect = video_driver_get_core_aspect();
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/* OriginalAspectRotated: return 1 / aspect for 90 and 270 rotated content */
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d3d12->pass[i].core_aspect_rot = video_driver_get_core_aspect();
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uint32_t rot = retroarch_get_rotation();
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if (rot == 1 || rot == 3)
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d3d12->pass[i].core_aspect_rot = d3d12->pass[i].core_aspect;
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if ( d3d12->pass[i].rotation == VIDEO_ROTATION_90_DEG
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|| d3d12->pass[i].rotation == VIDEO_ROTATION_270_DEG)
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d3d12->pass[i].core_aspect_rot = 1 / d3d12->pass[i].core_aspect_rot;
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/* Sub-frame info for multiframe shaders (per real content frame).
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