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softgpu: Correct texture check in fastpath.
This is the no textures option, so we shouldn't check sampler state at all. Presumably this was failing and reading uninitialized data...
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@ -225,8 +225,6 @@ void DrawSprite(const VertexData &v0, const VertexData &v1, const BinCoords &ran
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!pixelID.dithering &&
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pixelID.alphaBlend &&
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AlphaTestIsNeedless(pixelID) &&
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samplerID.useTextureAlpha &&
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samplerID.TexFunc() == GE_TEXFUNC_MODULATE &&
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!pixelID.applyColorWriteMask &&
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pixelID.FBFormat() == GE_FORMAT_5551) {
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if (v1.color0.a() == 0)
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