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(D3D9 HLSL) Updates
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@ -334,10 +334,12 @@ static hlsl_shader_data_t *hlsl_init(hlsl_renderchain_t *chain, const char *path
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d3d_matrix_identity(&chain->mvp_val);
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#if 0
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RARCH_LOG("[D3D9 HLSL]: Setting up vertex shader...\n");
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d3d9_set_vertex_shader(chain->chain.dev, hlsl->prg[1].vprg);
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RARCH_LOG("[D3D9 HLSL]: Setting up pixel shader...\n");
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d3d9_set_pixel_shader(chain->chain.dev, hlsl->prg[1].fprg);
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#endif
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return hlsl;
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@ -726,10 +728,7 @@ static void hlsl_d3d9_renderchain_render_pass(
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{
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unsigned i;
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#if 0
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cgD3D9BindProgram(pass->fPrg);
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cgD3D9BindProgram(pass->vPrg);
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#endif
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d3d9_hlsl_bind_program(pass, chain->chain.dev);
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d3d9_set_texture(chain->chain.dev, 0, pass->tex);
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d3d9_set_sampler_minfilter(chain->chain.dev, 0,
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@ -917,8 +916,7 @@ static bool hlsl_d3d9_renderchain_render(
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d3d9_renderchain_end_render(&chain->chain);
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#if 0
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cgD3D9BindProgram(chain->fStock);
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cgD3D9BindProgram(chain->vStock);
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d3d9_hlsl_bind_program(&chain->stock_shader, chain->chain.dev);
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#endif
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hlsl_d3d9_renderchain_calc_and_set_shader_mvp(chain,
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/* chain->vStock, */ chain->chain.final_viewport->Width,
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