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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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@ -51,14 +51,11 @@ public:
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virtual void DestroyDeviceObjects(){};
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protected:
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u16* GetIndexBuffer() { return &LocalIBuffer[0]; }
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u8* GetVertexBuffer() { return &s_pBaseBufferPointer[0]; }
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virtual void vDoState(PointerWrap& p) { }
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static PrimitiveType current_primitive_type;
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virtual void ResetBuffer(u32 stride);
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virtual void ResetBuffer(u32 stride) = 0;
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private:
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static bool IsFlushed;
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@ -66,9 +63,6 @@ private:
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//virtual void Draw(u32 stride, bool alphapass) = 0;
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// temp
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virtual void vFlush() = 0;
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std::vector<u8> LocalVBuffer;
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std::vector<u16> LocalIBuffer;
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};
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extern VertexManager *g_vertex_manager;
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