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D3D: move streaming buffer fallback into D3D backend
Neith OGL nor VideoCommon doen't use it, so there is no need to have it in VideoCommon.
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@ -22,6 +22,10 @@ public:
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void CreateDeviceObjects();
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void DestroyDeviceObjects();
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protected:
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virtual void ResetBuffer(u32 stride);
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u16* GetIndexBuffer() { return &LocalIBuffer[0]; }
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private:
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void PrepareDrawBuffers();
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@ -41,6 +45,9 @@ private:
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LineGeometryShader m_lineShader;
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PointGeometryShader m_pointShader;
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std::vector<u8> LocalVBuffer;
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std::vector<u16> LocalIBuffer;
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};
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} // namespace
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