Remove everything related to no-longer-set HostFVF variable
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a2b5d2c466
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c1b58dafb9
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@ -999,19 +999,9 @@ void SetCxbxVertexShader(CxbxVertexShader* pCxbxVertexShader) {
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hRet = g_pD3DDevice->SetVertexShader(pHostShader);
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetVertexShader");
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// Set either FVF or the vertex declaration
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if (pCxbxVertexShader->Declaration.HostFVF)
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{
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// Set the FVF
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hRet = g_pD3DDevice->SetFVF(pCxbxVertexShader->Declaration.HostFVF);
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetFVF");
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}
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else
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{
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// Set vertex declaration
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hRet = g_pD3DDevice->SetVertexDeclaration(pCxbxVertexShader->Declaration.pHostVertexDeclaration);
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetVertexDeclaration");
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}
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// Set vertex declaration
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hRet = g_pD3DDevice->SetVertexDeclaration(pCxbxVertexShader->Declaration.pHostVertexDeclaration);
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetVertexDeclaration");
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// Set vertex shader constants if necessary
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if (pHostShader) {
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@ -4248,7 +4238,6 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_CreateVertexShader)
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pCxbxVertexShader->pXboxFunctionCopy = nullptr;
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pCxbxVertexShader->XboxVertexShaderType = X_VST_NORMAL; // TODO : This can vary
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pCxbxVertexShader->XboxNrAddressSlots = (XboxFunctionSize - sizeof(X_VSH_SHADER_HEADER)) / X_VSH_INSTRUCTION_SIZE_BYTES;
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pCxbxVertexShader->Declaration.HostFVF = 0;
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pCxbxVertexShader->VertexShaderKey = vertexShaderKey;
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pCxbxVertexShader->Declaration.XboxDeclarationCount = XboxDeclarationCount;
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// Save the status, to remove things later
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@ -74,7 +74,6 @@ typedef struct _CxbxVertexDeclaration
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IDirect3DVertexDeclaration* pHostVertexDeclaration;
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DWORD* pXboxDeclarationCopy;
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DWORD XboxDeclarationCount; // Xbox's number of DWORD-sized X_D3DVSD* tokens
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DWORD HostFVF; // Flexible Vertex Format (used when there's no host vertex shader)
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UINT NumberOfVertexStreams; // The number of streams the vertex shader uses
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bool vRegisterInDeclaration[X_VSH_MAX_ATTRIBUTES];
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}
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@ -92,7 +91,7 @@ typedef struct _CxbxVertexShader
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// DWORD XboxStatus; // Used by VshHandleIsValidShader()
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// The resulting host variables
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uint64_t VertexShaderKey; // if nullptr, use SetFVF(HostFVF);
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uint64_t VertexShaderKey;
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// Needed for dynamic stream patching
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CxbxVertexDeclaration Declaration;
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