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VideoBackends: support multiple compute images for some backends (D3D, OGL, Vulkan)
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@ -222,13 +222,14 @@ void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceVie
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}
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}
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void StateManager::SetComputeUAV(ID3D11UnorderedAccessView* uav)
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void StateManager::SetComputeUAV(u32 index, ID3D11UnorderedAccessView* uav)
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{
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if (m_compute_image == uav)
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if (m_compute_images[index] == uav)
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return;
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m_compute_image = uav;
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D3D::context->CSSetUnorderedAccessViews(0, 1, &uav, nullptr);
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m_compute_images[index] = uav;
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D3D::context->CSSetUnorderedAccessViews(0, static_cast<u32>(m_compute_images.size()),
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m_compute_images.data(), nullptr);
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}
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void StateManager::SetComputeShader(ID3D11ComputeShader* shader)
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