NV2A : Tiny corrections
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@ -3896,7 +3896,7 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreatePixelShader)
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#if 0 // PatrickvL Dxbx pixel shader translation
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#if 0 // PatrickvL Dxbx pixel shader translation
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// Attempt to recompile PixelShader
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// Attempt to recompile PixelShader
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hRet = DxbxUpdateActivePixelShader(pPSDef, hostShaderHandle);
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hRet = DxbxUpdateActivePixelShader(pPSDef, &hostShaderHandle);
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// redirect to windows d3d
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// redirect to windows d3d
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice8->CreatePixelShader");
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice8->CreatePixelShader");
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#endif
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#endif
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@ -526,7 +526,10 @@ static void pgraph_method(NV2AState *d,
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unsigned int method,
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unsigned int method,
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uint32_t parameter)
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uint32_t parameter)
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{
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{
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// int i;
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#ifdef COMPILE_OPENGL
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unsigned int i;
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#endif
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GraphicsSubchannel *subchannel_data;
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GraphicsSubchannel *subchannel_data;
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GraphicsObject *object;
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GraphicsObject *object;
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@ -3012,7 +3015,7 @@ static void pgraph_bind_shaders(PGRAPHState *pg)
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ShaderState state = {
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ShaderState state = {
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.psh = (PshState){
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.psh = (PshState){
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/* register combier stuff */
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/* register combiner stuff */
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.combiner_control = pg->regs[NV_PGRAPH_COMBINECTL],
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.combiner_control = pg->regs[NV_PGRAPH_COMBINECTL],
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.shader_stage_program = pg->regs[NV_PGRAPH_SHADERPROG],
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.shader_stage_program = pg->regs[NV_PGRAPH_SHADERPROG],
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.other_stage_input = pg->regs[NV_PGRAPH_SHADERCTL],
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.other_stage_input = pg->regs[NV_PGRAPH_SHADERCTL],
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