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DX11 code maintenance, part 1:
Move sampler state/shader resource management from EmuGfxState to Renderer. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6902 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -139,8 +139,6 @@ void VertexManager::LoadBuffers()
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void VertexManager::Draw(UINT stride)
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{
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D3D::gfxstate->ApplyState();
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D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
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D3D::context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
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@ -232,9 +230,11 @@ void VertexManager::vFlush()
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unsigned int stride = g_nativeVertexFmt->GetVertexStride();
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g_nativeVertexFmt->SetupVertexPointers();
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D3D::gfxstate->ApplyState();
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g_renderer->ApplyState();
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LoadBuffers();
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Draw(stride);
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g_renderer->UnsetTextures();
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D3D::gfxstate->Reset();
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GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
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