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https://github.com/izzy2lost/ppsspp.git
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Avoid directly calling osm from Core/GPU code.
This allows UI to handle the message however it wants to, and reduces cross linkage issues.
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@@ -22,12 +22,14 @@
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#include <map>
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#include "helper/global.h"
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#include "base/logging.h"
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#include "i18n/i18n.h"
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#include "math/lin/matrix4x4.h"
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#include "math/math_util.h"
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#include "util/text/utf8.h"
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#include "Common/Common.h"
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#include "Core/Config.h"
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#include "Core/Host.h"
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#include "Core/Reporting.h"
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#include "GPU/Math3D.h"
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#include "GPU/GPUState.h"
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@@ -35,7 +37,6 @@
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#include "GPU/Directx9/ShaderManagerDX9.h"
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#include "GPU/Directx9/DrawEngineDX9.h"
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#include "GPU/Directx9/FramebufferDX9.h"
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#include "UI/OnScreenDisplay.h"
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namespace DX9 {
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@@ -613,8 +614,9 @@ VSShader *ShaderManagerDX9::ApplyShader(int prim, u32 vertType) {
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vs = new VSShader(VSID, codeBuffer_, useHWTransform);
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if (vs->Failed()) {
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I18NCategory *gr = GetI18NCategory("Graphics");
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ERROR_LOG(HLE, "Shader compilation failed, falling back to software transform");
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osm.Show("hardware transform error - falling back to software", 2.5f, 0xFF3030FF, -1, true);
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host->NotifyUserMessage(gr->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF);
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delete vs;
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ComputeVertexShaderID(&VSID, vertType, false);
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