fixed
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aee424c438
commit
e306558abd
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@ -66,7 +66,7 @@ typedef signed long sint32;
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//#define _DEBUG_TRACE
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// define this to trace warnings
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//#define _DEBUG_WARNINGS
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#define _DEBUG_WARNINGS
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// version information
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#ifndef _DEBUG_TRACE
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@ -2461,12 +2461,11 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_SetPixelShader
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{
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// simplest possible pixel shader (diffuse only)
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static const char szDiffusePixelShader[] =
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"ps.1.1 \n"
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"ps.1.3 \n"
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" \n"
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"tex t0 \n"
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"tex t1 \n"
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" \n"
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// "mov r0, v0 \n";
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"mul r0, t0, t1 \n";
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LPD3DXBUFFER pShader = 0;
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@ -2575,7 +2574,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateTexture
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D3DFORMAT PCFormat = EmuXB2PC_D3DFormat(Format);
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// TODO: HACK: Devices that don't support this should somehow emulate it!
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//* This is OK on my GeForce FX 5600
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/* This is OK on my GeForce FX 5600
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if(PCFormat == D3DFMT_D16)
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{
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EmuWarning("D3DFMT_D16 is an unsupported texture format!");
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@ -2588,13 +2587,13 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateTexture
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PCFormat = D3DFMT_X8R8G8B8;
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}
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//*/
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//* This is OK on my GeForce FX 5600
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/* This is OK on my GeForce FX 5600
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else if(PCFormat == D3DFMT_D24S8)
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{
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EmuWarning("D3DFMT_D24S8 is an unsupported texture format!");
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PCFormat = D3DFMT_X8R8G8B8;
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}//*/
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else if(PCFormat == D3DFMT_YUY2)
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if(PCFormat == D3DFMT_YUY2)
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{
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// cache the overlay size
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g_dwOverlayW = Width;
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@ -2613,7 +2612,7 @@ HRESULT WINAPI XTL::EmuIDirect3DDevice8_CreateTexture
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*ppTexture = new X_D3DTexture();
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if(Usage & (D3DUSAGE_RENDERTARGET))
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if(Usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
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PCPool = D3DPOOL_DEFAULT;
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hRet = g_pD3DDevice8->CreateTexture
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