Minor type changing
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@ -276,7 +276,7 @@ VOID WINAPI EmuIDirect3DDevice8_GetViewportOffsetAndScale
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetShaderConstantMode
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(
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XTL::X_D3DSHADERCONSTANTMODE Mode
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XTL::X_VERTEXSHADERCONSTANTMODE Mode
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);
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// ******************************************************************
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@ -1296,8 +1296,8 @@ VOID WINAPI EmuIDirect3DDevice8_DeleteVertexShader
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// ******************************************************************
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VOID WINAPI EmuIDirect3DDevice8_SelectVertexShaderDirect
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(
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X_D3DVERTEXATTRIBUTEFORMAT *pVAF,
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DWORD Address
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X_VERTEXATTRIBUTEFORMAT *pVAF,
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DWORD Address
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);
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// ******************************************************************
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@ -1331,9 +1331,9 @@ VOID WINAPI EmuIDirect3DDevice8_GetVertexShaderConstant
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// ******************************************************************
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HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShaderInputDirect
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(
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X_D3DVERTEXATTRIBUTEFORMAT *pVAF,
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UINT StreamCount,
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X_D3DSTREAM_INPUT pStreamInputs
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X_VERTEXATTRIBUTEFORMAT *pVAF,
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UINT StreamCount,
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X_STREAMINPUT *pStreamInputs
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);
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// ******************************************************************
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@ -1343,7 +1343,7 @@ HRESULT WINAPI EmuIDirect3DDevice8_GetVertexShaderInput
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(
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DWORD *pHandle,
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UINT *pStreamCount,
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X_D3DSTREAM_INPUT *pStreamInputs
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X_STREAMINPUT *pStreamInputs
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);
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// ******************************************************************
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@ -1353,7 +1353,7 @@ HRESULT WINAPI EmuIDirect3DDevice8_SetVertexShaderInput
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(
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DWORD Handle,
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UINT StreamCount,
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X_D3DSTREAM_INPUT *pStreamInputs
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X_STREAMINPUT *pStreamInputs
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);
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// ******************************************************************
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@ -316,48 +316,48 @@ typedef void (__cdecl * D3DVBLANKCALLBACK)(D3DVBLANKDATA *pData);
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// deferred texture stage state "unknown" flag
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#define X_D3DTSS_UNK 0x7fffffff
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typedef DWORD X_D3DSHADERCONSTANTMODE;
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typedef DWORD X_VERTEXSHADERCONSTANTMODE;
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#define X_D3DSCM_96CONSTANTS 0
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#define X_D3DSCM_192CONSTANTS 1
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#define X_D3DSCM_192CONSTANTSANDFIXEDPIPELINE 2
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#define X_D3DSCM_NORESERVEDCONSTANTS 16
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#define X_VSCM_96 0
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#define X_VSCM_192 1
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#define X_VSCM_192FIXEDPIPELINE 2
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#define X_VSCM_NONERESERVED 16
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// Vertex shader types
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#define X_D3DSMT_VERTEXSHADER 1
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#define X_D3DSMT_READWRITE_VERTEXSHADER 2
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#define X_D3DSMT_VERTEXSTATESHADER 3
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#define X_VST_NORMAL 1
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#define X_VST_READWRITE 2
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#define X_VST_STATE 3
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// ******************************************************************
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// * X_D3DVERTEXSHADERINPUT
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// * X_VERTEXSHADERINPUT
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// ******************************************************************
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typedef struct _X_D3DVERTEXSHADERINPUT
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typedef struct _X_VERTEXSHADERINPUT
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{
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DWORD StreamIndex;
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DWORD IndexOfStream;
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DWORD Offset;
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DWORD Format;
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BYTE TessType;
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BYTE TessSource;
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BYTE TesselationType;
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BYTE TesselationSource;
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}
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X_D3DVERTEXSHADERINPUT;
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X_VERTEXSHADERINPUT;
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// ******************************************************************
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// * X_D3DVERTEXATTRIBUTEFORMAT
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// * X_VERTEXATTRIBUTEFORMAT
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// ******************************************************************
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typedef struct _X_D3DVERTEXATTRIBUTEFORMAT
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typedef struct _X_VERTEXATTRIBUTEFORMAT
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{
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X_D3DVERTEXSHADERINPUT Input[16];
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X_VERTEXSHADERINPUT pVertexShaderInput[16];
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}
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X_D3DVERTEXATTRIBUTEFORMAT;
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X_VERTEXATTRIBUTEFORMAT;
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// ******************************************************************
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// * X_D3DSTREAM_INPUT
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// * X_STREAMINPUT
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// ******************************************************************
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typedef struct _X_D3DSTREAM_INPUT
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typedef struct _X_STREAMINPUT
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{
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X_D3DVertexBuffer *VertexBuffer;
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UINT Stride;
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UINT Offset;
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} X_D3DSTREAM_INPUT;
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} X_STREAMINPUT;
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#endif
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@ -111,9 +111,10 @@ static DWORD g_VBLastSwap = 0;
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static XTL::X_D3DSurface *g_pCachedRenderTarget = NULL;
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static XTL::X_D3DSurface *g_pCachedZStencilSurface = NULL;
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static DWORD g_dwVertexShaderUsage = 0;
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static XTL::X_D3DSHADERCONSTANTMODE g_VertexShaderConstantMode = X_D3DSCM_192CONSTANTS;
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static DWORD g_VertexShaderSlots[136];
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static XTL::X_VERTEXSHADERCONSTANTMODE g_VertexShaderConstantMode = X_VSCM_192;
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// cached Direct3D tiles
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XTL::X_D3DTILE XTL::EmuD3DTileCache[0x08] = {0};
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@ -1900,7 +1901,7 @@ VOID WINAPI XTL::EmuIDirect3DDevice8_GetViewportOffsetAndScale
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// ******************************************************************
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HRESULT WINAPI XTL::EmuIDirect3DDevice8_SetShaderConstantMode
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(
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XTL::X_D3DSHADERCONSTANTMODE Mode
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XTL::X_VERTEXSHADERCONSTANTMODE Mode
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)
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{
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EmuSwapFS(); // Win2k/XP FS
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@ -2141,7 +2142,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateVertexShader
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hRet = XTL::EmuRecompileVshFunction((DWORD*)pFunction,
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&pRecompiledBuffer,
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&VertexShaderSize,
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g_VertexShaderConstantMode == X_D3DSCM_NORESERVEDCONSTANTS);
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g_VertexShaderConstantMode == X_VSCM_NONERESERVED);
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if(SUCCEEDED(hRet))
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{
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pRecompiledFunction = (DWORD*)pRecompiledBuffer->GetBufferPointer();
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@ -2181,7 +2182,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateVertexShader
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pVertexShader->FunctionSize = 0;
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pVertexShader->pFunction = NULL;
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pVertexShader->Type = X_D3DSMT_VERTEXSHADER;
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pVertexShader->Type = X_VST_NORMAL;
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pVertexShader->Size = (VertexShaderSize - sizeof(VSH_SHADER_HEADER)) / VSH_INSTRUCTION_SIZE_BYTES;
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pVertexShader->DeclarationSize = DeclarationSize;
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@ -6139,7 +6140,7 @@ VOID WINAPI XTL::EmuIDirect3DDevice8_SetVertexShader
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EmuIDirect3DDevice8_GetViewportOffsetAndScale(&vOffset, &vScale);
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EmuSwapFS();
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if(g_VertexShaderConstantMode != X_D3DSCM_NORESERVEDCONSTANTS)
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if(g_VertexShaderConstantMode != X_VSCM_NONERESERVED)
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{
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//g_pD3DDevice8->SetVertexShaderConstant( 58, &vScale, 1 );
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//g_pD3DDevice8->SetVertexShaderConstant( 59, &vOffset, 1 );
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@ -6952,8 +6953,8 @@ VOID WINAPI XTL::EmuIDirect3DDevice8_DeleteVertexShader
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// ******************************************************************
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VOID WINAPI XTL::EmuIDirect3DDevice8_SelectVertexShaderDirect
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(
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X_D3DVERTEXATTRIBUTEFORMAT *pVAF,
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DWORD Address
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X_VERTEXATTRIBUTEFORMAT *pVAF,
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DWORD Address
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)
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{
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EmuSwapFS(); // Win2k/XP FS
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@ -7058,9 +7059,9 @@ VOID WINAPI XTL::EmuIDirect3DDevice8_GetVertexShaderConstant
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// ******************************************************************
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HRESULT WINAPI XTL::EmuIDirect3DDevice8_SetVertexShaderInputDirect
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(
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X_D3DVERTEXATTRIBUTEFORMAT *pVAF,
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UINT StreamCount,
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X_D3DSTREAM_INPUT pStreamInputs
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X_VERTEXATTRIBUTEFORMAT *pVAF,
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UINT StreamCount,
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X_STREAMINPUT *pStreamInputs
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)
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{
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EmuSwapFS(); // Win2k/XP FS
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@ -7088,7 +7089,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_GetVertexShaderInput
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(
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DWORD *pHandle,
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UINT *pStreamCount,
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X_D3DSTREAM_INPUT *pStreamInputs
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X_STREAMINPUT *pStreamInputs
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)
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{
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EmuSwapFS(); // Win2k/XP FS
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@ -7116,7 +7117,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_SetVertexShaderInput
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(
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DWORD Handle,
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UINT StreamCount,
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X_D3DSTREAM_INPUT *pStreamInputs
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X_STREAMINPUT *pStreamInputs
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)
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{
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EmuSwapFS(); // Win2k/XP FS
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