(Cg renderchain) Refactor vStock/fStock
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3b7a1a8a73
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@ -78,8 +78,7 @@ static INLINE void d3d9_cg_set_param_matrix(void *data, void *userdata,
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typedef struct cg_renderchain
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typedef struct cg_renderchain
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{
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{
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struct d3d9_renderchain chain;
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struct d3d9_renderchain chain;
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CGprogram vStock;
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struct shader_pass stock_shader;
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CGprogram fStock;
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CGcontext cgCtx;
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CGcontext cgCtx;
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} cg_renderchain_t;
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} cg_renderchain_t;
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@ -618,10 +617,10 @@ static void d3d9_cg_deinit_progs(cg_renderchain_t *chain)
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}
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}
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}
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}
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if (chain->fStock)
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if (chain->stock_shader.fprg)
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cgDestroyProgram(chain->fStock);
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cgDestroyProgram(chain->stock_shader.fprg);
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if (chain->vStock)
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if (chain->stock_shader.vprg)
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cgDestroyProgram(chain->vStock);
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cgDestroyProgram(chain->stock_shader.vprg);
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}
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}
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static void d3d9_cg_destroy_resources(cg_renderchain_t *chain)
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static void d3d9_cg_destroy_resources(cg_renderchain_t *chain)
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@ -793,11 +792,12 @@ static bool d3d9_cg_renderchain_init(
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if (!d3d9_cg_renderchain_create_first_pass(dev, chain, &chain->chain, info, fmt))
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if (!d3d9_cg_renderchain_create_first_pass(dev, chain, &chain->chain, info, fmt))
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return false;
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return false;
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if (!d3d9_cg_load_program(chain,
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if (!d3d9_cg_load_program(chain,
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(void**)&chain->fStock, (void**)&chain->vStock, NULL, false))
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(void**)&chain->stock_shader.fprg,
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(void**)&chain->stock_shader.vprg, NULL, false))
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return false;
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return false;
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cgD3D9BindProgram(chain->fStock);
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cgD3D9BindProgram((CGprogram)chain->stock_shader.fprg);
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cgD3D9BindProgram(chain->vStock);
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cgD3D9BindProgram((CGprogram)chain->stock_shader.vprg);
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return true;
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return true;
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}
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}
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@ -1101,10 +1101,10 @@ static bool d3d9_cg_renderchain_render(
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d3d9_surface_free(back_buffer);
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d3d9_surface_free(back_buffer);
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d3d9_renderchain_end_render(chain);
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d3d9_renderchain_end_render(chain);
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cgD3D9BindProgram(_chain->fStock);
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cgD3D9BindProgram((CGprogram)_chain->stock_shader.fprg);
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cgD3D9BindProgram(_chain->vStock);
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cgD3D9BindProgram((CGprogram)_chain->stock_shader.vprg);
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d3d9_cg_renderchain_calc_and_set_shader_mvp(
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d3d9_cg_renderchain_calc_and_set_shader_mvp(
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_chain->vStock,
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_chain->stock_shader.vprg,
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chain->final_viewport->Width,
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chain->final_viewport->Width,
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chain->final_viewport->Height, 0);
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chain->final_viewport->Height, 0);
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