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VideoBackends: allow custom pixel uniforms to be passed to the vertex shader as well
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@ -68,8 +68,8 @@ private:
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ComPtr<ID3D11Buffer> m_geometry_constant_buffer = nullptr;
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ComPtr<ID3D11Buffer> m_pixel_constant_buffer = nullptr;
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ComPtr<ID3D11Buffer> m_custom_pixel_constant_buffer = nullptr;
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std::size_t m_last_custom_pixel_buffer_size = 0;
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ComPtr<ID3D11Buffer> m_custom_constant_buffer = nullptr;
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std::size_t m_last_custom_buffer_size = 0;
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ComPtr<ID3D11Buffer> m_texel_buffer = nullptr;
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std::array<ComPtr<ID3D11ShaderResourceView>, NUM_TEXEL_BUFFER_FORMATS> m_texel_buffer_views;
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