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D3D scissoring, skip texture stages and some warning fixes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2616 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -44,7 +44,6 @@ void SetVSConstant4fv(int const_number, const float *f)
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D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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}
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void VertexShaderCache::Init()
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{
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@ -88,7 +87,7 @@ void VertexShaderCache::SetShader(u32 components)
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bool HLSL = false;
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const char *code = GenerateVertexShader(components, false);
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LPDIRECT3DVERTEXSHADER9 shader = HLSL ? D3D::CompileVertexShader(code, strlen(code), false) : CompileCgShader(code);
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LPDIRECT3DVERTEXSHADER9 shader = HLSL ? D3D::CompileVertexShader(code, (int)strlen(code), false) : CompileCgShader(code);
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if (shader)
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{
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// Make an entry in the table
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