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D3D/Render: Use std::array where applicable
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@ -4,6 +4,7 @@
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#pragma once
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#include <cstddef>
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#include <stack>
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#include <unordered_map>
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@ -105,7 +106,7 @@ public:
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void PopDepthState();
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void PopRasterizerState();
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void SetTexture(u32 index, ID3D11ShaderResourceView* texture)
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void SetTexture(size_t index, ID3D11ShaderResourceView* texture)
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{
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if (m_current.textures[index] != texture)
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m_dirtyFlags |= DirtyFlag_Texture0 << index;
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@ -113,7 +114,7 @@ public:
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m_pending.textures[index] = texture;
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}
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void SetSampler(u32 index, ID3D11SamplerState* sampler)
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void SetSampler(size_t index, ID3D11SamplerState* sampler)
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{
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if (m_current.samplers[index] != sampler)
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m_dirtyFlags |= DirtyFlag_Sampler0 << index;
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