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(360) Use faster SetTextureFetchConstant after first SetTexture transfer
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@ -743,12 +743,14 @@ static void render_pass(void *data, const void *frame, unsigned width, unsigned
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blit_to_texture(d3d, frame, width, height, pitch);
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blit_to_texture(d3d, frame, width, height, pitch);
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set_vertices(d3d, 1, width, height);
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set_vertices(d3d, 1, width, height);
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#ifdef _XBOX1
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if (g_extern.frame_count)
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if (g_extern.frame_count)
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#ifdef _XBOX1
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d3dr->SwitchTexture(0, d3d->lpTexture);
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d3dr->SwitchTexture(0, d3d->lpTexture);
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else
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#elif defined _XBOX360
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d3dr->SetTextureFetchConstant(0, d3d->lpTexture);
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#endif
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#endif
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RD3DDevice_SetTexture(d3dr, 0, d3d->lpTexture);
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else
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RD3DDevice_SetTexture(d3dr, 0, d3d->lpTexture);
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RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport);
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RD3DDevice_SetViewport(d3d->dev, &d3d->final_viewport);
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RD3DDevice_SetSamplerState_MinFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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RD3DDevice_SetSamplerState_MinFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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RD3DDevice_SetSamplerState_MagFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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RD3DDevice_SetSamplerState_MagFilter(d3dr, 0, g_settings.video.smooth ? D3DTEXF_LINEAR : D3DTEXF_POINT);
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