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Fix -nohlsl
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@ -1570,26 +1570,26 @@ static int device_create_resources(d3d_info *d3d)
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d3d->vector_texture = texture_create(d3d, &texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32));
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}
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// experimental: create a default bitmap for our shader
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if (d3d->default_bitmap != NULL)
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{
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render_texinfo texture;
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// fake in the basic data so it looks like it came from render.c
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texture.base = d3d->default_bitmap->base;
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texture.rowpixels = d3d->default_bitmap->rowpixels;
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texture.width = d3d->default_bitmap->width;
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texture.height = d3d->default_bitmap->height;
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texture.palette = NULL;
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texture.seqid = 0;
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// now create it
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d3d->default_texture = texture_create(d3d, &texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32));
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}
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// experimental: initialize some more things if we're using HLSL
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if(d3d->hlsl_enable && d3dintf->post_fx_available)
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{
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// experimental: create a default bitmap for our shader
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if (d3d->default_bitmap != NULL)
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{
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render_texinfo texture;
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// fake in the basic data so it looks like it came from render.c
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texture.base = d3d->default_bitmap->base;
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texture.rowpixels = d3d->default_bitmap->rowpixels;
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texture.width = d3d->default_bitmap->width;
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texture.height = d3d->default_bitmap->height;
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texture.palette = NULL;
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texture.seqid = 0;
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// now create it
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d3d->default_texture = texture_create(d3d, &texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32));
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}
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windows_options &options = downcast<windows_options &>(d3d->window->machine().options());
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// experimental: load a PNG to use for vector rendering; it is treated
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