Fix patch on release build
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@ -3367,7 +3367,7 @@ VOID __fastcall XTL::EMUPATCH(D3DDevice_SetVertexShaderConstantNotInlineFast)
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BOOL g_bBadIndexData = FALSE;
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// LTCG specific D3DDevice_SetTexture function...
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// This function is still not working so should be investigated.
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// This uses a custom calling convention where parameter is passed in EAX
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// Test-case: Metal Wolf Chaos
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VOID __stdcall XTL::EMUPATCH(D3DDevice_SetTexture_4)
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(
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@ -3377,8 +3377,11 @@ VOID __stdcall XTL::EMUPATCH(D3DDevice_SetTexture_4)
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static uint32 returnAddr;
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#ifdef _DEBUG_TRACE
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__asm add esp, 4
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#endif
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__asm {
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add esp, 4
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pop returnAddr
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push eax
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call EmuPatch_D3DDevice_SetTexture
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@ -4821,7 +4824,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetVerticalBlankCallback)
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}
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// LTCG specific D3DDevice_SetTextureState_TexCoordIndex function...
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// TODO: This function works only on debug build, should be fix on release build.
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// This uses a custom calling convention where parameter is passed in ESI
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// Test-case: Metal Wolf Chaos
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VOID __stdcall XTL::EMUPATCH(D3DDevice_SetTextureState_TexCoordIndex_4)
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(
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@ -4831,8 +4834,11 @@ VOID __stdcall XTL::EMUPATCH(D3DDevice_SetTextureState_TexCoordIndex_4)
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static uint32 returnAddr;
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#ifdef _DEBUG_TRACE
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__asm add esp, 4
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#endif
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__asm {
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add esp, 4
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pop returnAddr
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push esi
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call EmuPatch_D3DDevice_SetTextureState_TexCoordIndex
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@ -4912,7 +4918,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetRenderState_BackFillMode)
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}
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// LTCG specific D3DDevice_SetTextureState_BorderColor function...
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// This uses a custom calling convention where parameter is passed in EAB, EBX
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// This uses a custom calling convention where parameter is passed in EAX, EBX
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// Test-case: Metal Wolf Chaos
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VOID XTL::EMUPATCH(D3DDevice_SetTextureState_BorderColor_0)
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(
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@ -4954,7 +4960,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetTextureState_BorderColor)
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}
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// LTCG specific D3DDevice_SetTextureState_ColorKeyColor function...
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// This uses a custom calling convention where parameter is passed in EAX, EBX
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// This uses a custom calling convention where parameter is passed in ESI, EBX
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// Test-case: Metal Wolf Chaos
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VOID XTL::EMUPATCH(D3DDevice_SetTextureState_ColorKeyColor_0)
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(
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@ -4964,7 +4970,7 @@ VOID XTL::EMUPATCH(D3DDevice_SetTextureState_ColorKeyColor_0)
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DWORD Stage;
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__asm {
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mov Stage, eax;
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mov Stage, esi;
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}
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DWORD Value;
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@ -4995,7 +5001,7 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetTextureState_ColorKeyColor)
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}
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// LTCG specific D3DDevice_SetTextureState_BumpEnv function...
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// TODO: This function works only on debug build, should be fix on release build.
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// This uses a custom calling convention where parameter is passed in EAX
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// Test-case: Metal Wolf Chaos
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VOID __stdcall XTL::EMUPATCH(D3DDevice_SetTextureState_BumpEnv_8)
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(
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@ -5005,8 +5011,11 @@ VOID __stdcall XTL::EMUPATCH(D3DDevice_SetTextureState_BumpEnv_8)
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static uint32 returnAddr;
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#ifdef _DEBUG_TRACE
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__asm add esp, 4
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#endif
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__asm {
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add esp, 4
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pop returnAddr
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push eax
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call EmuPatch_D3DDevice_SetTextureState_BumpEnv
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