Add d3d_vertex_declaration_new
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@ -105,6 +105,18 @@ void d3d_texture_free(LPDIRECT3DTEXTURE tex)
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tex = NULL;
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}
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bool d3d_vertex_declaration_new(LPDIRECT3DDEVICE dev,
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const void *vertex_data, void **decl_data)
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{
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#ifndef _XBOX1
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const D3DVERTEXELEMENT *vertex_elements = (const D3DVERTEXELEMENT*)vertex_data;
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LPDIRECT3DVERTEXDECLARATION **vertex_decl = (LPDIRECT3DVERTEXDECLARATION**)decl_data;
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if (SUCCEEDED(dev->CreateVertexDeclaration(vertex_elements, vertex_decl)))
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return true;
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#endif
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return false;
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}
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LPDIRECT3DVERTEXBUFFER d3d_vertex_buffer_new(LPDIRECT3DDEVICE dev,
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unsigned length, unsigned usage,
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unsigned fvf, D3DPOOL pool, void *handle)
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@ -93,6 +93,9 @@ void d3d_texture_blit(unsigned pixel_size,
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D3DLOCKED_RECT *lr, const void *frame,
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unsigned width, unsigned height, unsigned pitch);
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bool d3d_vertex_declaration_new(LPDIRECT3DDEVICE dev,
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const void *vertex_data, void **decl_data);
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void d3d_set_viewport(LPDIRECT3DDEVICE dev, D3DVIEWPORT *vp);
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void d3d_enable_blend_func(void *data);
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