Better fallback shader, thanks: blueshogun
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@ -3374,7 +3374,10 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreateVertexShader)
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{
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{
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static const char dummy[] =
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static const char dummy[] =
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"vs.1.1\n"
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"vs.1.1\n"
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"mov oPos, v0\n";
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"dp4 oPos.x, v0, c96\n"
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"dp4 oPos.y, v0, c97\n"
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"dp4 oPos.z, v0, c98\n"
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"dp4 oPos.w, v0, c99\n";
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EmuWarning("Trying fallback:\n%s", dummy);
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EmuWarning("Trying fallback:\n%s", dummy);
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hRet = D3DXAssembleShader(dummy,
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hRet = D3DXAssembleShader(dummy,
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@ -2220,7 +2220,10 @@ extern HRESULT XTL::EmuRecompileVshFunction
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static const char dummy[] =
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static const char dummy[] =
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"vs.1.1\n"
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"vs.1.1\n"
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"mov oPos, v0\n";
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"dp4 oPos.x, v0, c96\n"
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"dp4 oPos.y, v0, c97\n"
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"dp4 oPos.z, v0, c98\n"
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"dp4 oPos.w, v0, c99\n";
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hRet = D3DXAssembleShader(dummy,
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hRet = D3DXAssembleShader(dummy,
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strlen(dummy),
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strlen(dummy),
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