(XDK D3D) Don't have to call SetAddressU/V per frame
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@ -92,6 +92,8 @@ static bool renderchain_create_first_pass(void *data, const video_info_t *info)
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if (FAILED(ret))
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return false;
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D3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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D3DDevice_SetSamplerState_AddressV(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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#ifdef _XBOX1
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d3dr->SetRenderState(D3DRS_LIGHTING, FALSE);
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#endif
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@ -143,8 +145,6 @@ static void renderchain_render_pass(void *data, const void *frame, unsigned widt
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RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport);
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D3DDevice_SetSamplerState_MinFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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D3DDevice_SetSamplerState_MagFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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D3DDevice_SetSamplerState_AddressU(d3dr, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
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D3DDevice_SetSamplerState_AddressV(d3dr, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
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#if defined(_XBOX1)
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RD3DDevice_SetVertexShader(d3dr, D3DFVF_XYZ | D3DFVF_TEX1);
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