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D3D12: Refactoring and cleanups
Moves render target restoring to RestoreAPIState, this also means no need to manually restore after allocating in a buffer that caused execution, because the manager restores it for us. Remove a method that wasn't used from D3DUtil.cpp, and fixes a few errors in EFB poke drawing.
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@ -92,7 +92,6 @@ void DrawShadedTexQuad(D3DTexture2D* texture,
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void DrawClearQuad(u32 Color, float z, D3D12_BLEND_DESC* blend_desc, D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled);
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void DrawColorQuad(u32 Color, float z, float x1, float y1, float x2, float y2, D3D12_BLEND_DESC* blend_desc, D3D12_DEPTH_STENCIL_DESC* depth_stencil_desc, bool rt_multisampled);
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void DrawEFBPokeQuads(EFBAccessType type,
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const EfbPokeData* points,
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