Change EmuD3DActiveTexture into X_D3DPixelContainer's
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@ -151,7 +151,7 @@ static XTL::X_VERTEXSHADERCONSTANTMODE g_VertexShaderConstantMode = X_VSCM_192;
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XTL::X_D3DTILE XTL::EmuD3DTileCache[0x08] = {0};
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// cached active texture
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XTL::X_D3DResource *XTL::EmuD3DActiveTexture[4] = {0,0,0,0};
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XTL::X_D3DPixelContainer *XTL::EmuD3DActiveTexture[4] = {0,0,0,0};
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// information passed to the create device proxy thread
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struct EmuD3D8CreateDeviceProxyData
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@ -1285,7 +1285,7 @@ static void EmuUnswizzleTextureStages()
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for( int i = 0; i < 4; i++ )
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{
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// for current usages, we're always on stage 0
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XTL::X_D3DPixelContainer *pPixelContainer = (XTL::X_D3DPixelContainer*)XTL::EmuD3DActiveTexture[i];
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XTL::X_D3DPixelContainer *pPixelContainer = XTL::EmuD3DActiveTexture[i];
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if(pPixelContainer == NULL || !(pPixelContainer->Common & X_D3DCOMMON_ISLOCKED))
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return;
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@ -3581,10 +3581,9 @@ HRESULT WINAPI XTL::EMUPATCH(D3DDevice_SetTexture)
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");\n",
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Stage, pTexture);
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IDirect3DBaseTexture8 *pBaseTexture8 = NULL;
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EmuD3DActiveTexture[Stage] = pTexture;
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IDirect3DBaseTexture8 *pBaseTexture8 = nullptr;
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EmuD3DActiveTexture[Stage] = (X_D3DPixelContainer*)pTexture;
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if(pTexture != NULL)
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{
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EmuVerifyResourceIsRegistered(pTexture);
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@ -9587,7 +9586,7 @@ XTL::X_D3DResource* WINAPI XTL::EMUPATCH(D3DDevice_GetTexture2)(DWORD Stage)
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Stage);
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// Get the active texture from this stage
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X_D3DResource* pRet = EmuD3DActiveTexture[Stage];
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X_D3DPixelContainer* pRet = EmuD3DActiveTexture[Stage];
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@ -67,7 +67,7 @@ extern VOID EmuD3DCleanup();
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extern X_D3DTILE EmuD3DTileCache[0x08];
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// EmuD3DActiveTexture
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extern X_D3DResource *EmuD3DActiveTexture[4];
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extern X_D3DPixelContainer *EmuD3DActiveTexture[4];
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// ******************************************************************
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// * patch: Direct3D_CreateDevice
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@ -74,7 +74,7 @@ void XTL::EmuExecutePushBuffer
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static void EmuUnswizzleActiveTexture()
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{
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// for current usages, we're always on stage 0
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XTL::X_D3DPixelContainer *pPixelContainer = (XTL::X_D3DPixelContainer*)XTL::EmuD3DActiveTexture[0];
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XTL::X_D3DPixelContainer *pPixelContainer = XTL::EmuD3DActiveTexture[0];
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if(pPixelContainer == NULL || !(pPixelContainer->Common & X_D3DCOMMON_ISLOCKED))
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return;
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@ -644,7 +644,7 @@ bool XTL::VertexPatcher::NormalizeTexCoords(VertexPatchDesc *pPatchDesc, UINT ui
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for(uint08 i = 0; i < 4; i++)
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{
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X_D3DPixelContainer *pPixelContainer = (X_D3DPixelContainer*)EmuD3DActiveTexture[i];
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X_D3DPixelContainer *pPixelContainer = EmuD3DActiveTexture[i];
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if (pPixelContainer)
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{
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XTL::X_D3DFORMAT XBFormat = (XTL::X_D3DFORMAT)((pPixelContainer->Format & X_D3DFORMAT_FORMAT_MASK) >> X_D3DFORMAT_FORMAT_SHIFT);
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