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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef SDL_VIDEO_RENDER_D3D
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#include "../../core/windows/SDL_windows.h"
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#include <d3d9.h>
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#include "SDL_shaders_d3d.h"
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// The shaders here were compiled with compile_shaders.bat
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#define g_ps20_main D3D9_PixelShader_YUV
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#include "D3D9_PixelShader_YUV.h"
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#undef g_ps20_main
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static const BYTE *D3D9_shaders[] = {
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NULL,
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D3D9_PixelShader_YUV
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};
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SDL_COMPILE_TIME_ASSERT(D3D9_shaders, SDL_arraysize(D3D9_shaders) == NUM_SHADERS);
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HRESULT D3D9_CreatePixelShader(IDirect3DDevice9 *d3dDevice, D3D9_Shader shader, IDirect3DPixelShader9 **pixelShader)
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{
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return IDirect3DDevice9_CreatePixelShader(d3dDevice, (const DWORD *)D3D9_shaders[shader], pixelShader);
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}
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#endif // SDL_VIDEO_RENDER_D3D
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