Remove Blocking/Wait related patches that were not needed
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0e594126b4
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25285dd2c6
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@ -2862,4 +2862,37 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_GetViewport)
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EmuWarning("GetHostRenderTargetDimensions failed - GetViewport returns host viewport instead!");
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EmuWarning("GetHostRenderTargetDimensions failed - GetViewport returns host viewport instead!");
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}
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}
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}
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}
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}
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}
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// ******************************************************************
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// * patch: D3D_BlockOnResource
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// ******************************************************************
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void WINAPI XTL::EMUPATCH(D3D_BlockOnResource)( X_D3DResource* pResource )
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{
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FUNC_EXPORTS
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LOG_FUNC_ONE_ARG(pResource);
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// TODO: Implement
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// NOTE: Azurik appears to call this directly from numerous points
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LOG_UNIMPLEMENTED();
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}
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// ******************************************************************
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// * patch: IDirect3DResource8_IsBusy
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// ******************************************************************
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BOOL WINAPI XTL::EMUPATCH(D3DResource_IsBusy)
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(
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X_D3DResource *pThis
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)
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{
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FUNC_EXPORTS
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/* too much output
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LOG_FUNC_ONE_ARG(pThis);
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//*/
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return FALSE;
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}
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@ -2614,18 +2614,6 @@ HRESULT WINAPI XTL::EMUPATCH(Direct3D_CreateDevice)
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return hRet;
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return hRet;
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}
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}
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// ******************************************************************
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// * patch: IDirect3DResource8_IsBusy
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// ******************************************************************
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BOOL WINAPI XTL::EMUPATCH(D3DDevice_IsBusy)()
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{
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FUNC_EXPORTS
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LOG_FUNC();
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return FALSE;
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}
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// ******************************************************************
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// ******************************************************************
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// * patch: D3DDevice_GetDisplayFieldStatus
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// * patch: D3DDevice_GetDisplayFieldStatus
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// ******************************************************************
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// ******************************************************************
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@ -5550,23 +5538,6 @@ ULONG WINAPI XTL::EMUPATCH(D3DResource_Release)
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return uRet;
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return uRet;
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}
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}
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// ******************************************************************
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// * patch: IDirect3DResource8_IsBusy
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// ******************************************************************
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BOOL WINAPI XTL::EMUPATCH(D3DResource_IsBusy)
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(
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X_D3DResource *pThis
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)
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{
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FUNC_EXPORTS
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/* too much output
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LOG_FUNC_ONE_ARG(pThis);
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//*/
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return FALSE;
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}
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// ******************************************************************
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// ******************************************************************
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// * patch: D3DDevice_EnableOverlay
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// * patch: D3DDevice_EnableOverlay
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// ******************************************************************
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// ******************************************************************
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@ -9300,6 +9271,21 @@ void WINAPI XTL::EMUPATCH(D3D_SetCommonDebugRegisters)()
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}
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}
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// ******************************************************************
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// * patch: D3DDevice_IsBusy
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// ******************************************************************
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BOOL WINAPI XTL::EMUPATCH(D3DDevice_IsBusy)()
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{
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FUNC_EXPORTS
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LOG_FUNC();
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// NOTE: This function returns FALSE when the NV2A FIFO is empty/complete, or NV_PGRAPH_STATUS = 0
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// Otherwise, it returns true.
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return FALSE;
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}
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// ******************************************************************
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// ******************************************************************
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// * patch: D3D_BlockOnTime
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// * patch: D3D_BlockOnTime
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// ******************************************************************
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// ******************************************************************
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@ -9321,21 +9307,6 @@ void WINAPI XTL::EMUPATCH(D3D_BlockOnTime)( DWORD Unknown1, int Unknown2 )
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LOG_UNIMPLEMENTED();
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LOG_UNIMPLEMENTED();
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}
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}
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// ******************************************************************
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// * patch: D3D_BlockOnResource
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// ******************************************************************
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void WINAPI XTL::EMUPATCH(D3D_BlockOnResource)( X_D3DResource* pResource )
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{
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FUNC_EXPORTS
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LOG_FUNC_ONE_ARG(pResource);
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// TODO: Implement
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// NOTE: Azurik appears to call this directly from numerous points
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LOG_UNIMPLEMENTED();
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}
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// ******************************************************************
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// ******************************************************************
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// * patch: D3DDevice_SetRenderTargetFast
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// * patch: D3DDevice_SetRenderTargetFast
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// ******************************************************************
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// ******************************************************************
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