Rebase fixes

This commit is contained in:
patrickvl 2018-03-18 16:30:41 +01:00
parent a9e28964f1
commit 8c0a784785
3 changed files with 4 additions and 4 deletions

View File

@ -7415,7 +7415,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_DrawVerticesUP)
DrawContext.dwVertexCount = VertexCount;
DrawContext.pXboxVertexStreamZeroData = pVertexStreamZeroData;
DrawContext.uiXboxVertexStreamZeroStride = VertexStreamZeroStride;
DrawContext.hVertexShader = g_CurrentVertexShader;
DrawContext.hVertexShader = g_CurrentXboxVertexShaderHandle;
CxbxDrawPrimitiveUP(DrawContext);
}

View File

@ -739,7 +739,7 @@ VOID XTL::EmuFlushIVB()
switch (dwCurFVF & D3DFVF_POSITION_MASK) {
case 0: // No position ?
if (bFVF) {
EmuWarning("EmuFlushIVB(): g_CurrentVertexShader isn't a valid FVF - using D3DFVF_XYZRHW instead!");
EmuWarning("EmuFlushIVB(): g_CurrentXboxVertexShaderHandle isn't a valid FVF - using D3DFVF_XYZRHW instead!");
dwCurFVF |= D3DFVF_XYZRHW;
}
else {
@ -897,7 +897,7 @@ VOID XTL::EmuFlushIVB()
CxbxDrawPrimitiveUP(DrawContext);
if (bFVF) {
hRet = g_pD3DDevice->SetVertexShader(g_CurrentVertexShader);
hRet = g_pD3DDevice->SetVertexShader(g_CurrentXboxVertexShaderHandle);
//DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetVertexShader");
}
g_InlineVertexBuffer_TableOffset = 0; // Might not be needed (also cleared in D3DDevice_Begin)

View File

@ -2380,7 +2380,7 @@ extern void XTL::FreeVertexDynamicPatch(CxbxVertexShader *pVertexShader)
extern boolean XTL::IsValidCurrentShader(void)
{
// Dxbx addition : There's no need to call
// XTL_EmuIDirect3DDevice_GetVertexShader, just check g_CurrentVertexShader :
// XTL_EmuIDirect3DDevice_GetVertexShader, just check g_CurrentXboxVertexShaderHandle :
return VshHandleIsValidShader(g_CurrentXboxVertexShaderHandle);
}