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consistently usage of buffer pointers
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@ -104,7 +104,7 @@ void VertexManager::LoadBuffers()
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{
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D3D11_MAPPED_SUBRESOURCE map;
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UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer);
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UINT vSize = UINT(s_pCurBufferPointer - s_pBaseBufferPointer);
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D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
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{
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@ -116,7 +116,7 @@ void VertexManager::LoadBuffers()
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D3D::context->Map(m_vertexBuffers[m_activeVertexBuffer], 0, MapType, 0, &map);
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memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize);
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memcpy((u8*)map.pData + m_vertexBufferCursor, s_pBaseBufferPointer, vSize);
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D3D::context->Unmap(m_vertexBuffers[m_activeVertexBuffer], 0);
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m_vertexDrawOffset = m_vertexBufferCursor;
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m_vertexBufferCursor += vSize;
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@ -211,7 +211,7 @@ void VertexManager::Draw(UINT stride)
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void VertexManager::vFlush()
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{
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if (LocalVBuffer == s_pCurBufferPointer) return;
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if (s_pBaseBufferPointer == s_pCurBufferPointer) return;
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if (Flushed) return;
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Flushed=true;
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VideoFifo_CheckEFBAccess();
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