win32: Fix a couple of standards problems.
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1b10ca7ab0
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@ -430,7 +430,7 @@ void CD3DCG::Render(LPDIRECT3DTEXTURE9 &origTex, float2 textureSize,
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pDevice->SetPixelShader(NULL);
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pDevice->SetPixelShader(NULL);
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}
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}
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static D3DMATRIX matrix_mul(D3DMATRIX& mat1, D3DMATRIX& mat2)
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static D3DMATRIX matrix_mul(D3DMATRIX mat1, D3DMATRIX mat2)
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{
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{
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D3DMATRIX out;
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D3DMATRIX out;
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for (auto y = 0; y < 4; y++)
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for (auto y = 0; y < 4; y++)
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@ -448,7 +448,7 @@ static D3DMATRIX matrix_mul(D3DMATRIX& mat1, D3DMATRIX& mat2)
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return out;
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return out;
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}
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}
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static D3DMATRIX matrix_transpose(D3DMATRIX& mat)
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static D3DMATRIX matrix_transpose(D3DMATRIX mat)
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{
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{
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D3DMATRIX out;
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D3DMATRIX out;
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for (auto y = 0; y < 4; y++)
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for (auto y = 0; y < 4; y++)
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@ -27,7 +27,7 @@ bool CVulkan::Initialize(HWND hWnd)
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if (GUI.shaderEnabled && GUI.OGLshaderFileName && GUI.OGLshaderFileName[0])
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if (GUI.shaderEnabled && GUI.OGLshaderFileName && GUI.OGLshaderFileName[0])
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{
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{
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shaderchain = std::make_unique<Vulkan::ShaderChain>(context.get());
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shaderchain = std::make_unique<Vulkan::ShaderChain>(context.get());
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std::string shaderstring = _tToChar(GUI.OGLshaderFileName);
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std::string shaderstring = std::string(_tToChar(GUI.OGLshaderFileName));
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if (!shaderchain->load_shader_preset(shaderstring))
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if (!shaderchain->load_shader_preset(shaderstring))
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{
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{
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shaderchain.reset();
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shaderchain.reset();
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