Fix compilation issue in Dolphin, still crashes.
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@ -45,8 +45,7 @@
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#include "CxbxKrnl/EmuD3D8Types.h" // For X_D3DVSDE_*
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#include <sstream>
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#include <unordered_map>
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#include <array>
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#ifdef CXBX_USE_VS30
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//#define CXBX_USE_VS30 // Separate the port to Vertex Shader model 3.0 from the port to Direct3D9
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@ -485,7 +484,7 @@ static const char* OReg_Name[] =
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"a0.x"
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};
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bool RegVUsage[16];
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std::array<bool, 16> RegVUsage;
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/* TODO : map non-FVF Xbox vertex shader handle to CxbxVertexShader (a struct containing a host Xbox vertex shader handle and the original members)
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std::unordered_map<DWORD, CxbxVertexShader> g_CxbxVertexShaders;
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@ -1470,12 +1469,11 @@ static boolean VshConvertShader(VSH_XBOX_SHADER *pShader,
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// Combining not supported in vs.1.1
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pIntermediate->IsCombined = FALSE;
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/*
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if(pIntermediate->Output.Type == IMD_OUTPUT_O && pIntermediate->Output.Address == OREG_OFOG)
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{
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// The PC shader assembler doesn't like masks on scalar registers
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VshSetOutputMask(&pIntermediate->Output, TRUE, TRUE, TRUE, TRUE);
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}*/
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}
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if(pIntermediate->InstructionType == IMD_ILU && pIntermediate->ILU == ILU_RCC)
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{
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@ -2470,7 +2468,7 @@ extern HRESULT XTL::EmuRecompileVshFunction
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if(SUCCEEDED(hRet))
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{
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RegVUsage[16] = { FALSE };
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RegVUsage.fill(false);
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for (pToken = (DWORD*)((uint08*)pFunction + sizeof(VSH_SHADER_HEADER)); !EOI; pToken += VSH_INSTRUCTION_SIZE)
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{
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