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D3D: Implemented context state caching
This avoids most of the redundant API calls.
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@ -4,6 +4,7 @@
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DBlob.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/VertexManager.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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#include "VideoCommon/NativeVertexFormat.h"
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@ -137,7 +138,7 @@ void D3DVertexFormat::SetupVertexPointers()
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if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
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}
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DX11::D3D::context->IASetInputLayout(m_layout);
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DX11::D3D::stateman->setInputLayout(m_layout);
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}
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} // namespace DX11
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