(XDK 360) Get rid of some of the HLSL ifdefs
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@ -124,7 +124,6 @@ static void check_window(void *data)
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d3d->should_resize = true;
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d3d->should_resize = true;
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}
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}
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#ifdef HAVE_HLSL
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static bool d3d_init_shader(void *data)
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static bool d3d_init_shader(void *data)
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{
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{
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)data;
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@ -135,12 +134,12 @@ static bool d3d_init_shader(void *data)
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switch (type)
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switch (type)
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{
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{
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#ifdef HAVE_HLSL
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case RARCH_SHADER_HLSL:
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case RARCH_SHADER_HLSL:
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#ifdef HAVE_HLSL
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RARCH_LOG("[D3D]: Using HLSL shader backend.\n");
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RARCH_LOG("[D3D]: Using HLSL shader backend.\n");
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backend = &hlsl_backend;
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backend = &hlsl_backend;
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break;
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#endif
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#endif
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break;
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}
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}
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if (!backend)
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if (!backend)
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@ -153,7 +152,6 @@ static bool d3d_init_shader(void *data)
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d3d->shader = backend;
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d3d->shader = backend;
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return d3d->shader->init(shader_path);
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return d3d->shader->init(shader_path);
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}
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}
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#endif
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static void xdk_d3d_free(void *data)
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static void xdk_d3d_free(void *data)
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{
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{
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@ -170,11 +168,9 @@ static void xdk_d3d_free(void *data)
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if (d3d->font_ctx && d3d->font_ctx->deinit)
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if (d3d->font_ctx && d3d->font_ctx->deinit)
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d3d->font_ctx->deinit(d3d);
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d3d->font_ctx->deinit(d3d);
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#ifdef HAVE_HLSL
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if (d3d->shader)
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if (d3d->shader)
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d3d->shader->deinit();
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d3d->shader->deinit();
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d3d->shader = NULL;
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d3d->shader = NULL;
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#endif
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d3d->ctx_driver->destroy();
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d3d->ctx_driver->destroy();
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@ -749,10 +745,8 @@ static bool xdk_d3d_frame(void *data, const void *frame,
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d3d->last_height = height;
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d3d->last_height = height;
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}
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}
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#ifdef HAVE_HLSL
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if (d3d->shader && d3d->shader->set_mvp)
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if (d3d->shader && d3d->shader->set_mvp)
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d3d->shader->set_mvp(NULL);
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d3d->shader->set_mvp(NULL);
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#endif
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// Insert black frame first, so we can screenshot, etc.
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// Insert black frame first, so we can screenshot, etc.
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if (g_settings.video.black_frame_insertion)
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if (g_settings.video.black_frame_insertion)
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@ -763,20 +757,14 @@ static bool xdk_d3d_frame(void *data, const void *frame,
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RD3DDevice_SetTexture(d3dr, 0, d3d->lpTexture);
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RD3DDevice_SetTexture(d3dr, 0, d3d->lpTexture);
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#ifdef HAVE_HLSL
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if (d3d->shader && d3d->shader->use)
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if (d3d->shader && d3d->shader->use)
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d3d->shader->use(1);
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d3d->shader->use(1);
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#endif
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{
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{
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#ifdef HAVE_HLSL
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if (d3d->shader && d3d->shader->set_params)
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if (d3d->shader && d3d->shader->set_params)
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d3d->shader->set_params(width, height, d3d->tex_w, d3d->tex_h, d3d->win_width,
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d3d->shader->set_params(width, height, d3d->tex_w, d3d->tex_h, d3d->win_width,
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d3d->win_height, g_extern.frame_count,
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d3d->win_height, g_extern.frame_count,
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/* TODO - missing a bunch of params at the end */
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NULL, NULL, NULL, 0);
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NULL, NULL, NULL, 0);
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#endif
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}
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}
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unsigned filter = g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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unsigned filter = g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT;
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