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feat(gx): handle texture uv wrapping in d3d backend
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3328134c58
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@ -614,6 +614,50 @@ void CGxDeviceD3d::DsSet(EDeviceState state, uint32_t val) {
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break;
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}
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case Ds_TssWrapU0:
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case Ds_TssWrapU1:
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case Ds_TssWrapU2:
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case Ds_TssWrapU3:
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case Ds_TssWrapU4:
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case Ds_TssWrapU5:
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case Ds_TssWrapU6:
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case Ds_TssWrapU7:
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case Ds_TssWrapU8:
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case Ds_TssWrapU9:
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case Ds_TssWrapU10:
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case Ds_TssWrapU11:
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case Ds_TssWrapU12:
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case Ds_TssWrapU13:
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case Ds_TssWrapU14:
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case Ds_TssWrapU15: {
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auto tmu = state - Ds_TssWrapU0;
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this->m_d3dDevice->SetSamplerState(tmu, D3DSAMP_ADDRESSU, val);
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break;
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}
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case Ds_TssWrapV0:
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case Ds_TssWrapV1:
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case Ds_TssWrapV2:
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case Ds_TssWrapV3:
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case Ds_TssWrapV4:
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case Ds_TssWrapV5:
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case Ds_TssWrapV6:
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case Ds_TssWrapV7:
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case Ds_TssWrapV8:
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case Ds_TssWrapV9:
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case Ds_TssWrapV10:
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case Ds_TssWrapV11:
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case Ds_TssWrapV12:
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case Ds_TssWrapV13:
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case Ds_TssWrapV14:
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case Ds_TssWrapV15: {
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auto tmu = state - Ds_TssWrapV0;
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this->m_d3dDevice->SetSamplerState(tmu, D3DSAMP_ADDRESSV, val);
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break;
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}
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case Ds_AlphaBlendEnable: {
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this->m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, val);
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break;
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