IVB : Only apply D3DFVF_POSITION_MASK after potential fixups
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@ -1062,10 +1062,8 @@ VOID XTL::EmuFlushIVB()
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DbgPrintf("g_InlineVertexBuffer_TableOffset := %d\n", g_InlineVertexBuffer_TableOffset);
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DbgPrintf("g_InlineVertexBuffer_TableOffset := %d\n", g_InlineVertexBuffer_TableOffset);
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DWORD dwPos = dwCurFVF & D3DFVF_POSITION_MASK;
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// Check the given FVF
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// Check the given FVF
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switch (dwPos) {
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switch (dwCurFVF & D3DFVF_POSITION_MASK) {
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case 0: // No position ?
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case 0: // No position ?
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if (bFVF) {
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if (bFVF) {
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EmuWarning("EmuFlushIVB(): g_CurrentVertexShader isn't a valid FVF - using D3DFVF_XYZRHW instead!");
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EmuWarning("EmuFlushIVB(): g_CurrentVertexShader isn't a valid FVF - using D3DFVF_XYZRHW instead!");
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@ -1086,6 +1084,7 @@ VOID XTL::EmuFlushIVB()
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break;
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break;
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}
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}
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DWORD dwPos = dwCurFVF & D3DFVF_POSITION_MASK;
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DWORD dwTexN = (dwCurFVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
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DWORD dwTexN = (dwCurFVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
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size_t TexSize[X_D3DTS_STAGECOUNT]; // Xbox supports up to 4 textures (TEXTURE_STAGES)
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size_t TexSize[X_D3DTS_STAGECOUNT]; // Xbox supports up to 4 textures (TEXTURE_STAGES)
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