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D3D: Moved setting texture by slot mask into StateManager
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@ -215,6 +215,17 @@ u32 StateManager::UnsetTexture(ID3D11ShaderResourceView* srv)
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return mask;
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}
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void StateManager::SetTextureByMask(u32 textureSlotMask, ID3D11ShaderResourceView* srv)
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{
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while (textureSlotMask)
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{
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unsigned long index;
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_BitScanForward(&index, textureSlotMask);
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SetTexture(index, srv);
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textureSlotMask &= ~(1 << index);
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}
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}
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} // namespace D3D
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ID3D11SamplerState* StateCache::Get(SamplerState state)
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