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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
D3D11: Use ComPtr smart pointer where possible
This commit is contained in:
@ -28,18 +28,18 @@
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namespace DX11
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{
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static ID3D11Buffer* AllocateConstantBuffer(u32 size)
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static ComPtr<ID3D11Buffer> AllocateConstantBuffer(u32 size)
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{
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const u32 cbsize = Common::AlignUp(size, 16u); // must be a multiple of 16
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const CD3D11_BUFFER_DESC cbdesc(cbsize, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC,
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D3D11_CPU_ACCESS_WRITE);
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ID3D11Buffer* cbuf;
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ComPtr<ID3D11Buffer> cbuf;
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const HRESULT hr = D3D::device->CreateBuffer(&cbdesc, nullptr, &cbuf);
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CHECK(SUCCEEDED(hr), "shader constant buffer (size=%u)", cbsize);
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if (FAILED(hr))
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return nullptr;
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D3DCommon::SetDebugObjectName(cbuf, "constant buffer");
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D3DCommon::SetDebugObjectName(cbuf.Get(), "constant buffer");
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return cbuf;
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}
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@ -53,10 +53,10 @@ static void UpdateConstantBuffer(ID3D11Buffer* const buffer, const void* data, u
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
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}
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static ID3D11ShaderResourceView*
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static ComPtr<ID3D11ShaderResourceView>
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CreateTexelBufferView(ID3D11Buffer* buffer, TexelBufferFormat format, DXGI_FORMAT srv_format)
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{
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ID3D11ShaderResourceView* srv;
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ComPtr<ID3D11ShaderResourceView> srv;
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CD3D11_SHADER_RESOURCE_VIEW_DESC srv_desc(buffer, srv_format, 0,
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VertexManager::TEXEL_STREAM_BUFFER_SIZE /
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VertexManager::GetTexelBufferElementSize(format));
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@ -67,17 +67,7 @@ CreateTexelBufferView(ID3D11Buffer* buffer, TexelBufferFormat format, DXGI_FORMA
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VertexManager::VertexManager() = default;
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VertexManager::~VertexManager()
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{
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for (auto& srv_ptr : m_texel_buffer_views)
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SAFE_RELEASE(srv_ptr);
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SAFE_RELEASE(m_texel_buffer);
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SAFE_RELEASE(m_pixel_constant_buffer);
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SAFE_RELEASE(m_geometry_constant_buffer);
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SAFE_RELEASE(m_vertex_constant_buffer);
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for (auto& buffer : m_buffers)
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SAFE_RELEASE(buffer);
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}
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VertexManager::~VertexManager() = default;
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bool VertexManager::Initialize()
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{
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@ -93,7 +83,7 @@ bool VertexManager::Initialize()
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i])),
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"Failed to create buffer.");
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if (m_buffers[i])
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D3DCommon::SetDebugObjectName(m_buffers[i], "Buffer of VertexManager");
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D3DCommon::SetDebugObjectName(m_buffers[i].Get(), "Buffer of VertexManager");
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}
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m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants));
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@ -118,7 +108,8 @@ bool VertexManager::Initialize()
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}};
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for (const auto& it : format_mapping)
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{
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m_texel_buffer_views[it.first] = CreateTexelBufferView(m_texel_buffer, it.first, it.second);
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m_texel_buffer_views[it.first] =
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CreateTexelBufferView(m_texel_buffer.Get(), it.first, it.second);
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if (!m_texel_buffer_views[it.first])
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return false;
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}
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@ -130,10 +121,10 @@ void VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_siz
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{
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// Just use the one buffer for all three.
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InvalidateConstants();
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UpdateConstantBuffer(m_vertex_constant_buffer, uniforms, uniforms_size);
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D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
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D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer);
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D3D::stateman->SetPixelConstants(m_vertex_constant_buffer);
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UpdateConstantBuffer(m_vertex_constant_buffer.Get(), uniforms, uniforms_size);
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D3D::stateman->SetVertexConstants(m_vertex_constant_buffer.Get());
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D3D::stateman->SetGeometryConstants(m_vertex_constant_buffer.Get());
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D3D::stateman->SetPixelConstants(m_vertex_constant_buffer.Get());
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}
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bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE& sr)
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@ -141,7 +132,7 @@ bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE&
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if ((m_texel_buffer_offset + required_size) > TEXEL_STREAM_BUFFER_SIZE)
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{
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// Restart buffer.
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HRESULT hr = D3D::context->Map(m_texel_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
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HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &sr);
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CHECK(SUCCEEDED(hr), "Map texel buffer");
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if (FAILED(hr))
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return false;
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@ -151,7 +142,7 @@ bool VertexManager::MapTexelBuffer(u32 required_size, D3D11_MAPPED_SUBRESOURCE&
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else
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{
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// Don't overwrite the earlier-used space.
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HRESULT hr = D3D::context->Map(m_texel_buffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &sr);
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HRESULT hr = D3D::context->Map(m_texel_buffer.Get(), 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &sr);
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CHECK(SUCCEEDED(hr), "Map texel buffer");
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if (FAILED(hr))
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return false;
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@ -178,8 +169,8 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
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ADDSTAT(stats.thisFrame.bytesUniformStreamed, data_size);
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m_texel_buffer_offset += data_size;
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D3D::context->Unmap(m_texel_buffer, 0);
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D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)]);
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D3D::context->Unmap(m_texel_buffer.Get(), 0);
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D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)].Get());
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return true;
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}
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@ -208,9 +199,9 @@ bool VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBuff
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*out_palette_offset = (m_texel_buffer_offset + palette_byte_offset) / palette_elem_size;
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m_texel_buffer_offset += palette_byte_offset + palette_size;
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D3D::context->Unmap(m_texel_buffer, 0);
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D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)]);
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D3D::stateman->SetTexture(1, m_texel_buffer_views[static_cast<size_t>(palette_format)]);
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D3D::context->Unmap(m_texel_buffer.Get(), 0);
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D3D::stateman->SetTexture(0, m_texel_buffer_views[static_cast<size_t>(format)].Get());
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D3D::stateman->SetTexture(1, m_texel_buffer_views[static_cast<size_t>(palette_format)].Get());
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return true;
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}
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@ -250,48 +241,48 @@ void VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_in
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*out_base_vertex = vertex_stride > 0 ? (cursor / vertex_stride) : 0;
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*out_base_index = (cursor + vertexBufferSize) / sizeof(u16);
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D3D::context->Map(m_buffers[m_current_buffer], 0, MapType, 0, &map);
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D3D::context->Map(m_buffers[m_current_buffer].Get(), 0, MapType, 0, &map);
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u8* mappedData = reinterpret_cast<u8*>(map.pData);
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if (vertexBufferSize > 0)
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std::memcpy(mappedData + cursor, m_base_buffer_pointer, vertexBufferSize);
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if (indexBufferSize > 0)
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std::memcpy(mappedData + cursor + vertexBufferSize, m_cpu_index_buffer.data(), indexBufferSize);
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D3D::context->Unmap(m_buffers[m_current_buffer], 0);
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D3D::context->Unmap(m_buffers[m_current_buffer].Get(), 0);
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m_buffer_cursor = cursor + totalBufferSize;
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ADDSTAT(stats.thisFrame.bytesVertexStreamed, vertexBufferSize);
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ADDSTAT(stats.thisFrame.bytesIndexStreamed, indexBufferSize);
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D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer], vertex_stride, 0);
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D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer]);
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D3D::stateman->SetVertexBuffer(m_buffers[m_current_buffer].Get(), vertex_stride, 0);
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D3D::stateman->SetIndexBuffer(m_buffers[m_current_buffer].Get());
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}
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void VertexManager::UploadUniforms()
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{
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if (VertexShaderManager::dirty)
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{
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UpdateConstantBuffer(m_vertex_constant_buffer, &VertexShaderManager::constants,
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UpdateConstantBuffer(m_vertex_constant_buffer.Get(), &VertexShaderManager::constants,
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sizeof(VertexShaderConstants));
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VertexShaderManager::dirty = false;
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}
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if (GeometryShaderManager::dirty)
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{
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UpdateConstantBuffer(m_geometry_constant_buffer, &GeometryShaderManager::constants,
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UpdateConstantBuffer(m_geometry_constant_buffer.Get(), &GeometryShaderManager::constants,
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sizeof(GeometryShaderConstants));
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GeometryShaderManager::dirty = false;
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}
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if (PixelShaderManager::dirty)
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{
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UpdateConstantBuffer(m_pixel_constant_buffer, &PixelShaderManager::constants,
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UpdateConstantBuffer(m_pixel_constant_buffer.Get(), &PixelShaderManager::constants,
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sizeof(PixelShaderConstants));
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PixelShaderManager::dirty = false;
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}
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D3D::stateman->SetPixelConstants(m_pixel_constant_buffer, g_ActiveConfig.bEnablePixelLighting ?
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m_vertex_constant_buffer :
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nullptr);
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D3D::stateman->SetVertexConstants(m_vertex_constant_buffer);
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D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer);
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D3D::stateman->SetPixelConstants(
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m_pixel_constant_buffer.Get(),
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g_ActiveConfig.bEnablePixelLighting ? m_vertex_constant_buffer.Get() : nullptr);
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D3D::stateman->SetVertexConstants(m_vertex_constant_buffer.Get());
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D3D::stateman->SetGeometryConstants(m_geometry_constant_buffer.Get());
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}
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} // namespace DX11
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