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D3D9 fix. Make a check more break-point-able.
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@ -275,7 +275,8 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
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int format = gstate_c.depalFramebufferFormat;
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uint32_t val = BytesToUint32(indexMask, indexShift, indexOffset, format);
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// Poke in a bilinear filter flag in the top bit.
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val |= gstate.isMagnifyFilteringEnabled() << 31;
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if (gstate.isMagnifyFilteringEnabled())
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val |= 0x80000000;
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ub->depal_mask_shift_off_fmt = val;
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}
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}
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@ -102,9 +102,6 @@ u32 GPU_DX9::CheckGPUFeatures() const {
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// So we cannot incorrectly use the viewport transform as the depth range on Direct3D.
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features |= GPU_USE_ACCURATE_DEPTH;
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// DX9 GPUs probably benefit more than they lose from this. Though, might be a vendor check.
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features |= GPU_USE_FRAGMENT_UBERSHADER;
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return CheckGPUFeaturesLate(features);
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}
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