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D3D: Eliminate redundant ID3D11DeviceChild* casts
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@ -345,7 +345,7 @@ ID3D11SamplerState* StateCache::Get(SamplerState state)
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if (FAILED(hr))
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PanicAlert("Fail %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "sampler state used to emulate the GX pipeline");
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D3D::SetDebugObjectName(res, "sampler state used to emulate the GX pipeline");
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m_sampler.emplace(state.packed, res);
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return res;
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@ -414,7 +414,7 @@ ID3D11BlendState* StateCache::Get(BlendState state)
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if (FAILED(hr))
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PanicAlert("Failed to create blend state at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)res, "blend state used to emulate the GX pipeline");
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D3D::SetDebugObjectName(res, "blend state used to emulate the GX pipeline");
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m_blend.emplace(state.packed, res);
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return res;
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@ -436,8 +436,7 @@ ID3D11RasterizerState* StateCache::Get(RasterizerState state)
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if (FAILED(hr))
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PanicAlert("Failed to create rasterizer state at %s %d\n", __FILE__, __LINE__);
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D3D::SetDebugObjectName((ID3D11DeviceChild*)res,
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"rasterizer state used to emulate the GX pipeline");
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D3D::SetDebugObjectName(res, "rasterizer state used to emulate the GX pipeline");
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m_raster.emplace(state.packed, res);
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return res;
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@ -482,8 +481,7 @@ ID3D11DepthStencilState* StateCache::Get(ZMode state)
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HRESULT hr = D3D::device->CreateDepthStencilState(&depthdc, &res);
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if (SUCCEEDED(hr))
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D3D::SetDebugObjectName((ID3D11DeviceChild*)res,
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"depth-stencil state used to emulate the GX pipeline");
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D3D::SetDebugObjectName(res, "depth-stencil state used to emulate the GX pipeline");
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else
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PanicAlert("Failed to create depth state at %s %d\n", __FILE__, __LINE__);
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