Re-enable texture stage swap hack
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90bdeac904
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@ -166,13 +166,12 @@ void XboxTextureStateConverter::Apply()
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// Track if we need to overwrite state 0 with 3 because of Point Sprites
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// Track if we need to overwrite state 0 with 3 because of Point Sprites
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// The Xbox NV2A uses only Stage 3 for point-sprites, so we emulate this
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// The Xbox NV2A uses only Stage 3 for point-sprites, so we emulate this
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// by mapping Stage 3 to Stage 0, and disabling all stages > 0
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// by mapping Stage 3 to Stage 0, and disabling all stages > 0
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// TODO use stage 3 when we roll our own point sprites after moving off D3D9
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bool pointSpriteOverride = false;
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bool pointSpriteOverride = false;
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bool pointSpritesEnabled = false;
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bool pointSpritesEnabled = false;
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if (g_Xbox_VertexShaderMode == VertexShaderMode::FixedFunction && g_UseFixedFunctionVertexShader) {
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pointSpritesEnabled = pXboxRenderStates->GetXboxRenderState(xbox::X_D3DRS_POINTSPRITEENABLE);
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pointSpritesEnabled = pXboxRenderStates->GetXboxRenderState(xbox::X_D3DRS_POINTSPRITEENABLE);
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if (pointSpritesEnabled) {
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if (pointSpritesEnabled) {
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pointSpriteOverride = true;
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pointSpriteOverride = true;
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}
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}
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}
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for (int XboxStage = 0; XboxStage < xbox::X_D3DTS_STAGECOUNT; XboxStage++) {
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for (int XboxStage = 0; XboxStage < xbox::X_D3DTS_STAGECOUNT; XboxStage++) {
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