Implement YuvEnable flag
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d3506b8a45
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@ -5965,10 +5965,6 @@ ULONG WINAPI XTL::EMUPATCH(D3DResource_Release)
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g_pCachedDepthStencil = nullptr;
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}
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if (pThis == g_pCachedYuvSurface) {
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g_pCachedYuvSurface = nullptr;
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}
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// Also release the host copy (if it exists!)
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FreeHostResource(key);
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}
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@ -6619,6 +6615,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_EnableOverlay)
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//FUNC_EXPORTS
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LOG_FUNC_ONE_ARG(Enable);
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g_fYuvEnabled = Enable;
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// We can safely ignore this, as long as we properly handle UpdateOverlay
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}
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@ -6645,6 +6642,10 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_UpdateOverlay)
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LOG_FUNC_ARG(ColorKey)
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LOG_FUNC_END;
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if (!g_fYuvEnabled) {
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return;
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}
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if (pSurface == NULL) {
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EmuWarning("pSurface == NULL!");
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} else {
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@ -7540,11 +7541,6 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetRenderState_YuvEnable)
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EMUPATCH(D3DDevice_EnableOverlay)(g_fYuvEnabled);
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}
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if(g_fYuvEnabled)
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{
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EMUPATCH(D3DDevice_UpdateOverlay)(g_pCachedYuvSurface, NULL, NULL, FALSE, 0);
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}
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}
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// ******************************************************************
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