Allow merging this code by NOT switching over to new pixel shader code yet (it requires more work before this can be enabled).
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@ -3716,22 +3716,17 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreatePixelShader)
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LOG_FUNC_END;
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LOG_FUNC_END;
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HRESULT hRet = E_FAIL;
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HRESULT hRet = E_FAIL;
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DWORD* pFunction = NULL;
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#if 0 // PatrickvL Dxbx pixel shader translation
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LPD3DXBUFFER pRecompiledBuffer = NULL;
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// DWORD Handle = 0;
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#if 1 // PatrickvL Dxbx pixel shader translation
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pFunction = (DWORD*)pPSDef;
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// Attempt to recompile PixelShader
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// Attempt to recompile PixelShader
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hRet = DxbxUpdateActivePixelShader(pPSDef, pHandle);
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hRet = DxbxUpdateActivePixelShader(pPSDef, pHandle);
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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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#if 1 // Kingofc's pixel shader translation
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DWORD* pFunction = NULL;
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LPD3DXBUFFER pRecompiledBuffer = NULL;
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#if 0 // Kingofc's pixel shader translation
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hRet = CreatePixelShaderFunction(pPSDef, &pRecompiledBuffer);
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hRet = CreatePixelShaderFunction(pPSDef, &pRecompiledBuffer);
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DEBUG_D3DRESULT(hRet, "CreatePixelShaderFunction");
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DEBUG_D3DRESULT(hRet, "CreatePixelShaderFunction");
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@ -3762,14 +3757,15 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreatePixelShader)
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memcpy(&pPixelShader->PSDef, pPSDef, sizeof(X_D3DPIXELSHADERDEF));
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memcpy(&pPixelShader->PSDef, pPSDef, sizeof(X_D3DPIXELSHADERDEF));
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DWORD Handle = 0; // ??
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pPixelShader->Handle = Handle;
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pPixelShader->Handle = Handle;
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pPixelShader->dwStatus = hRet;
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pPixelShader->dwStatus = hRet;
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*pHandle = (DWORD)pPixelShader;
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*pHandle = (DWORD)pPixelShader;
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*/
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*/
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#endif
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#endif
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#if 0 // Older Cxbx pixel shader translation
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#if 0 // Older Cxbx pixel shader translation
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// ================================================================
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DWORD* pFunction = NULL;
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pFunction = (DWORD*) pPSDef;
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pFunction = (DWORD*) pPSDef;
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// Attempt to recompile PixelShader
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// Attempt to recompile PixelShader
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@ -3782,8 +3778,6 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreatePixelShader)
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pHandle
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pHandle
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);
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);
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice8->CreatePixelShader");
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice8->CreatePixelShader");
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// ================================================================
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#endif
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#endif
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if(FAILED(hRet))
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if(FAILED(hRet))
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@ -2138,7 +2138,7 @@ std::string PSH_XBOX_SHADER::DecodedToString(XTL::X_D3DPIXELSHADERDEF *pPSDef)
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_AddStr(DxbxFormat(aStr, Args)); \
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_AddStr(DxbxFormat(aStr, Args)); \
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}
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}
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{
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{
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int i;
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// int i;
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std::string Result = "";
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std::string Result = "";
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// Show the contents to the user
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// Show the contents to the user
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