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D3D: Fixed StateManager member function name case
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@ -356,7 +356,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
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D3D::context->RSSetViewports(1, &vp);
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D3D::stateman->setPixelConstants(0, access_efb_cbuf);
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D3D::stateman->SetPixelConstants(0, access_efb_cbuf);
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D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr);
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D3D::SetPointCopySampler();
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D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
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@ -1010,7 +1010,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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{
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// TODO: cache SamplerState directly, not d3d object
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gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
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D3D::stateman->setSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
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D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
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}
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if (bUseDstAlpha)
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@ -1023,11 +1023,11 @@ void Renderer::ApplyState(bool bUseDstAlpha)
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ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
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ID3D11Buffer* pixelConstants = PixelShaderCache::GetConstantBuffer();
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D3D::stateman->setPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
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D3D::stateman->setVertexConstants(vertexConstants);
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D3D::stateman->SetPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
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D3D::stateman->SetVertexConstants(vertexConstants);
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D3D::stateman->setPixelShader(PixelShaderCache::GetActiveShader());
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D3D::stateman->setVertexShader(VertexShaderCache::GetActiveShader());
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D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader());
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D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader());
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}
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void Renderer::RestoreState()
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