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Reformat all the things. Have fun with merge conflicts.
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@ -9,40 +9,39 @@
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namespace DX12
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{
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class D3DStreamBuffer;
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class VertexManager final : public VertexManagerBase
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{
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public:
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VertexManager();
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~VertexManager();
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VertexManager();
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~VertexManager();
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NativeVertexFormat* CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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NativeVertexFormat* CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) override;
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void CreateDeviceObjects() override;
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void DestroyDeviceObjects() override;
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void SetIndexBuffer();
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void SetIndexBuffer();
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protected:
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void ResetBuffer(u32 stride) override;
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void ResetBuffer(u32 stride) override;
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private:
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void PrepareDrawBuffers(u32 stride);
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void Draw(u32 stride);
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void vFlush(bool use_dst_alpha) override;
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void PrepareDrawBuffers(u32 stride);
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void Draw(u32 stride);
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void vFlush(bool use_dst_alpha) override;
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u32 m_vertex_draw_offset;
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u32 m_index_draw_offset;
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u32 m_vertex_draw_offset;
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u32 m_index_draw_offset;
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std::unique_ptr<D3DStreamBuffer> m_vertex_stream_buffer;
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std::unique_ptr<D3DStreamBuffer> m_index_stream_buffer;
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std::unique_ptr<D3DStreamBuffer> m_vertex_stream_buffer;
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std::unique_ptr<D3DStreamBuffer> m_index_stream_buffer;
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bool m_vertex_stream_buffer_reallocated = false;
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bool m_index_stream_buffer_reallocated = false;
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bool m_vertex_stream_buffer_reallocated = false;
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bool m_index_stream_buffer_reallocated = false;
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std::vector<u8> m_index_cpu_buffer;
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std::vector<u8> m_vertex_cpu_buffer;
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std::vector<u8> m_index_cpu_buffer;
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std::vector<u8> m_vertex_cpu_buffer;
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};
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} // namespace
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