Add some TODOs.
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@ -293,7 +293,8 @@ void Interpreter::mfspr(UGeckoInstruction _inst)
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case SPR_WPAR:
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case SPR_WPAR:
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{
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{
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// If wpar_empty ever is false, Paper Mario hangs. Strange.
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// TODO: If wpar_empty ever is false, Paper Mario hangs. Strange.
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// Maybe WPAR is automatically flushed after a certain amount of time?
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bool wpar_empty = true; //GPFifo::IsEmpty();
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bool wpar_empty = true; //GPFifo::IsEmpty();
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if (!wpar_empty)
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if (!wpar_empty)
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rSPR(iIndex) |= 1; // BNE = buffer not empty
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rSPR(iIndex) |= 1; // BNE = buffer not empty
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@ -1201,6 +1201,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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{
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{
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if (bUseDstAlpha)
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if (bUseDstAlpha)
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{
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{
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// TODO: WTF is this crap? We're enabling color writing regardless of the actual GPU state here...
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D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
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D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
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D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
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D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
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if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
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if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
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