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Wii U: Don't forget to reset pointer to NULL
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@ -293,8 +293,6 @@ static void CreateFragmentPrograms(int index, const SceGxmProgram* fragProgram,
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{
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FragmentProgram* FP = &FP_list[index + i];
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sceGxmShaderPatcherRegisterProgram(gxm_shader_patcher, fragProgram, &programID);
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const SceGxmProgram* prog = sceGxmShaderPatcherGetProgramFromId(programID); // TODO just use original program directly?
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sceGxmShaderPatcherCreateFragmentProgram(gxm_shader_patcher,
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programID, SCE_GXM_OUTPUT_REGISTER_FORMAT_UCHAR4,
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@ -184,8 +184,10 @@ static void BindPendingTexture(void) {
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}
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void Gfx_DeleteTexture(GfxResourceID* texId) {
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if (*texId == pendingTex) pendingTex = NULL;
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GX2Texture* tex = (GX2Texture*)texId;
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if (tex == pendingTex) pendingTex = NULL;
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// TODO free memory ???
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*texId = NULL;
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}
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void Gfx_EnableMipmaps(void) { } // TODO
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