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D3D: Implemented context state caching
This avoids most of the redundant API calls.
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@ -7,6 +7,7 @@
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#include "Core/HW/Memmap.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DShader.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DUtil.h"
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#include "VideoBackends/D3D/Television.h"
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#include "VideoBackends/D3D/VertexShaderCache.h"
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@ -150,7 +151,7 @@ void Television::Render()
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MathUtil::Rectangle<int> sourceRc(0, 0, int(m_curWidth), int(m_curHeight));
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MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f);
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D3D::context->PSSetSamplers(0, 1, &m_samplerState);
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D3D::stateman->setSampler(0, m_samplerState);
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D3D::drawShadedTexSubQuad(
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m_yuyvTextureSRV, &sourceRc,
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