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D3D: Eliminate redundant ID3D11DeviceChild* casts
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@ -69,9 +69,8 @@ DXTexture::DXTexture(const TextureConfig& tex_config) : AbstractTexture(tex_conf
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m_texture = new D3DTexture2D(pTexture, D3D11_BIND_SHADER_RESOURCE);
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// TODO: better debug names
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetTex(),
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"a texture of the TextureCache");
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_texture->GetSRV(),
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D3D::SetDebugObjectName(m_texture->GetTex(), "a texture of the TextureCache");
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D3D::SetDebugObjectName(m_texture->GetSRV(),
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"shader resource view of a texture of the TextureCache");
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SAFE_RELEASE(pTexture);
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