Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
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1d203bd13f
commit
d16a9a6781
9 changed files with 278 additions and 312 deletions
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@ -31,6 +31,7 @@
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#include "SDL_loadso.h"
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#include "SDL_syswm.h"
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#include "../SDL_sysrender.h"
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#include "../SDL_d3dmath.h"
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#include "../../video/windows/SDL_windowsvideo.h"
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#if SDL_VIDEO_RENDER_D3D
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@ -39,89 +40,6 @@
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#endif
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typedef interface ID3DXMatrixStack *LPD3DXMATRIXSTACK;
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typedef struct _D3DMATRIX D3DXMATRIX, *LPD3DXMATRIX;
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typedef struct _D3DVECTOR D3DXVECTOR3, *LPD3DXVECTOR3;
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DEFINE_GUID(IID_ID3DXMatrixStack,
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0xc7885ba7, 0xf990, 0x4fe7, 0x92, 0x2d, 0x85, 0x15, 0xe4, 0x77, 0xdd, 0x85);
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#undef INTERFACE
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#define INTERFACE ID3DXMatrixStack
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DECLARE_INTERFACE_(ID3DXMatrixStack, IUnknown)
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{
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STDMETHOD(QueryInterface)(THIS_ REFIID riid, LPVOID * ppvObj) PURE;
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STDMETHOD_(ULONG,AddRef)(THIS) PURE;
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STDMETHOD_(ULONG,Release)(THIS) PURE;
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STDMETHOD(Pop)(THIS) PURE;
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STDMETHOD(Push)(THIS) PURE;
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STDMETHOD(LoadIdentity)(THIS) PURE;
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STDMETHOD(LoadMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
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STDMETHOD(MultMatrix)(THIS_ CONST D3DXMATRIX* pM ) PURE;
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STDMETHOD(MultMatrixLocal)(THIS_ CONST D3DXMATRIX* pM ) PURE;
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STDMETHOD(RotateAxis)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
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STDMETHOD(RotateAxisLocal)(THIS_ CONST D3DXVECTOR3* pV, FLOAT Angle) PURE;
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STDMETHOD(RotateYawPitchRoll)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
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STDMETHOD(RotateYawPitchRollLocal)(THIS_ FLOAT Yaw, FLOAT Pitch, FLOAT Roll) PURE;
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STDMETHOD(Scale)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
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STDMETHOD(ScaleLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
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STDMETHOD(Translate)(THIS_ FLOAT x, FLOAT y, FLOAT z ) PURE;
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STDMETHOD(TranslateLocal)(THIS_ FLOAT x, FLOAT y, FLOAT z) PURE;
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STDMETHOD_(D3DXMATRIX*, GetTop)(THIS) PURE;
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};
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#undef INTERFACE
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#if !defined(__cplusplus) || defined(CINTERFACE)
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#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->lpVtbl->QueryInterface(p,a,b)
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#define ID3DXMatrixStack_AddRef(p) (p)->lpVtbl->AddRef(p)
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#define ID3DXMatrixStack_Release(p) (p)->lpVtbl->Release(p)
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#define ID3DXMatrixStack_Pop(p) (p)->lpVtbl->Pop(p)
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#define ID3DXMatrixStack_Push(p) (p)->lpVtbl->Push(p)
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#define ID3DXMatrixStack_LoadIdentity(p) (p)->lpVtbl->LoadIdentity(p)
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#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->lpVtbl->LoadMatrix(p,a)
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#define ID3DXMatrixStack_MultMatrix(p,a) (p)->lpVtbl->MultMatrix(p,a)
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#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->lpVtbl->MultMatrixLocal(p,a)
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#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->lpVtbl->RotateAxis(p,a,b)
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#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->lpVtbl->RotateAxisLocal(p,a,b)
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#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->lpVtbl->RotateYawPitchRoll(p,a,b,c)
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#define ID3DXMatrixStack_RotateYawPitchRollLocal(p,a,b,c) (p)->lpVtbl->RotateYawPitchRollLocal(p,a,b,c)
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#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->lpVtbl->Scale(p,a,b,c)
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#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->lpVtbl->ScaleLocal(p,a,b,c)
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#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->lpVtbl->Translate(p,a,b,c)
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#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->lpVtbl->TranslateLocal(p,a,b,c)
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#define ID3DXMatrixStack_GetTop(p) (p)->lpVtbl->GetTop(p)
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#else
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#define ID3DXMatrixStack_QueryInterface(p,a,b) (p)->QueryInterface(a,b)
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#define ID3DXMatrixStack_AddRef(p) (p)->AddRef()
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#define ID3DXMatrixStack_Release(p) (p)->Release()
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#define ID3DXMatrixStack_Pop(p) (p)->Pop()
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#define ID3DXMatrixStack_Push(p) (p)->Push()
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#define ID3DXMatrixStack_LoadIdentity(p) (p)->LoadIdentity()
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#define ID3DXMatrixStack_LoadMatrix(p,a) (p)->LoadMatrix(a)
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#define ID3DXMatrixStack_MultMatrix(p,a) (p)->MultMatrix(a)
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#define ID3DXMatrixStack_MultMatrixLocal(p,a) (p)->MultMatrixLocal(a)
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#define ID3DXMatrixStack_RotateAxis(p,a,b) (p)->RotateAxis(a,b)
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#define ID3DXMatrixStack_RotateAxisLocal(p,a,b) (p)->RotateAxisLocal(a,b)
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#define ID3DXMatrixStack_RotateYawPitchRoll(p,a,b,c) (p)->RotateYawPitchRollLocal(a,b,c)
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#define ID3DXMatrixStack_Scale(p,a,b,c) (p)->Scale(a,b,c)
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#define ID3DXMatrixStack_ScaleLocal(p,a,b,c) (p)->ScaleLocal(a,b,c)
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#define ID3DXMatrixStack_Translate(p,a,b,c) (p)->Translate(a,b,c)
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#define ID3DXMatrixStack_TranslateLocal(p,a,b,c) (p)->TranslateLocal(a,b,c)
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#define ID3DXMatrixStack_GetTop(p) (p)->GetTop()
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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HRESULT WINAPI D3DXCreateMatrixStack(DWORD flags, LPD3DXMATRIXSTACK* ppstack);
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#ifdef __cplusplus
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}
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#endif
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#ifdef ASSEMBLE_SHADER
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/**************************************************************************
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* ID3DXBuffer:
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@ -266,7 +184,6 @@ typedef struct
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IDirect3DSurface9 *defaultRenderTarget;
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IDirect3DSurface9 *currentRenderTarget;
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void* d3dxDLL;
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ID3DXMatrixStack *matrixStack;
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LPDIRECT3DPIXELSHADER9 ps_yuv;
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} D3D_RenderData;
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@ -582,8 +499,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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Uint32 window_flags;
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int w, h;
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SDL_DisplayMode fullscreen_mode;
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int d3dxVersion;
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char d3dxDLLFile[50];
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int displayIndex;
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renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
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@ -599,29 +514,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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return NULL;
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}
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if (D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
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for (d3dxVersion=50;d3dxVersion>0;d3dxVersion--) {
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LPTSTR dllName;
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SDL_snprintf(d3dxDLLFile, sizeof(d3dxDLLFile), "D3DX9_%02d.dll", d3dxVersion);
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dllName = WIN_UTF8ToString(d3dxDLLFile);
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data->d3dxDLL = (void *)LoadLibrary(dllName); /* not using SDL_LoadObject() as we want silently fail - no error message */
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SDL_free(dllName);
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if (data->d3dxDLL) {
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HRESULT (WINAPI *D3DXCreateMatrixStack) (DWORD Flags, LPD3DXMATRIXSTACK* ppStack);
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D3DXCreateMatrixStack = (HRESULT (WINAPI *) (DWORD, LPD3DXMATRIXSTACK*)) SDL_LoadFunction(data->d3dxDLL, "D3DXCreateMatrixStack");
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if (D3DXCreateMatrixStack) {
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D3DXCreateMatrixStack(0, &data->matrixStack);
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break;
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}
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}
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}
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if (!data->matrixStack) {
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if (data->d3dxDLL) SDL_UnloadObject(data->d3dxDLL);
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}
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}
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if (!data->d3d || !data->matrixStack) {
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if (!D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
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SDL_free(renderer);
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SDL_free(data);
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SDL_SetError("Unable to create Direct3D interface");
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@ -1697,6 +1590,7 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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float centerx, centery;
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DWORD color;
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Vertex vertices[4];
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Float4X4 modelMatrix;
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HRESULT result;
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if (D3D_ActivateRenderer(renderer) < 0) {
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@ -1768,11 +1662,11 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D_SetBlendMode(data, texture->blendMode);
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/* Rotate and translate */
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ID3DXMatrixStack_Push(data->matrixStack);
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ID3DXMatrixStack_LoadIdentity(data->matrixStack);
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ID3DXMatrixStack_RotateYawPitchRoll(data->matrixStack, 0.0, 0.0, (float)(M_PI * (float) angle / 180.0f));
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ID3DXMatrixStack_Translate(data->matrixStack, (float)dstrect->x + centerx, (float)dstrect->y + centery, (float)0.0);
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IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
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modelMatrix = MatrixMultiply(
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MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)),
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MatrixTranslation(dstrect->x + center->x, dstrect->y + center->y, 0)
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);
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IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
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D3D_UpdateTextureScaleMode(data, texturedata, 0);
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@ -1822,11 +1716,9 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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return D3D_SetError("SetShader()", result);
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}
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}
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ID3DXMatrixStack_Pop(data->matrixStack);
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ID3DXMatrixStack_Push(data->matrixStack);
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ID3DXMatrixStack_LoadIdentity(data->matrixStack);
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IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
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ID3DXMatrixStack_Pop(data->matrixStack);
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modelMatrix = MatrixIdentity();
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IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)&modelMatrix);
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return 0;
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}
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@ -1960,7 +1852,6 @@ D3D_DestroyRenderer(SDL_Renderer * renderer)
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}
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if (data->d3d) {
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IDirect3D9_Release(data->d3d);
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ID3DXMatrixStack_Release(data->matrixStack);
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SDL_UnloadObject(data->d3dDLL);
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}
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SDL_free(data);
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