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Because why wouldn't you want a 4294967295x4294967295 32-bit ARGB texture?
Thought it might be the implementation of Direct3DDevice8::GetDeviceCaps, but it doesn't even call this function.
Direct3DDevice8::GetDeviceCaps
The text was updated successfully, but these errors were encountered:
move GetDeviceCaps to Direct3D8 interface, hack in known values; fix …
c5efafd
…Direct3DDevice8::Reset not handling 0-width/height present params Sonic Heroes now gets much further (#5)
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Because why wouldn't you want a 4294967295x4294967295 32-bit ARGB texture?
Thought it might be the implementation of
Direct3DDevice8::GetDeviceCaps
, but it doesn't even call this function.The text was updated successfully, but these errors were encountered: