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D3D: Fixed StateManager member function name case
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@ -128,15 +128,15 @@ void VertexManager::Draw(u32 stride)
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u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
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u32 indices = IndexGenerator::GetIndexLen();
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D3D::stateman->setVertexBuffer(m_buffers[m_currentBuffer], stride, 0);
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D3D::stateman->setIndexBuffer(m_buffers[m_currentBuffer]);
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D3D::stateman->SetVertexBuffer(m_buffers[m_currentBuffer], stride, 0);
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D3D::stateman->SetIndexBuffer(m_buffers[m_currentBuffer]);
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u32 baseVertex = m_vertexDrawOffset / stride;
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u32 startIndex = m_indexDrawOffset / sizeof(u16);
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if (current_primitive_type == PRIMITIVE_TRIANGLES)
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{
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D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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@ -158,14 +158,14 @@ void VertexManager::Draw(u32 stride)
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if (m_lineShader.SetShader(components, lineWidth,
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texOffset, vpWidth, vpHeight, texOffsetEnable))
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{
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D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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D3D::stateman->setGeometryShader(nullptr);
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D3D::stateman->SetGeometryShader(nullptr);
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}
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}
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else //if (current_primitive_type == PRIMITIVE_POINTS)
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@ -183,14 +183,14 @@ void VertexManager::Draw(u32 stride)
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if (m_pointShader.SetShader(components, pointSize,
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texOffset, vpWidth, vpHeight, texOffsetEnable))
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{
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D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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D3D::stateman->Apply();
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D3D::context->DrawIndexed(indices, startIndex, baseVertex);
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INCSTAT(stats.thisFrame.numDrawCalls);
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D3D::stateman->setGeometryShader(nullptr);
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D3D::stateman->SetGeometryShader(nullptr);
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}
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}
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}
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