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
This commit is contained in:
NeoBrainX
2011-01-24 08:44:32 +00:00
parent a4e338b379
commit e0b757fe6a
9 changed files with 79 additions and 75 deletions

View File

@ -139,8 +139,6 @@ void VertexManager::LoadBuffers()
void VertexManager::Draw(UINT stride)
{
D3D::gfxstate->ApplyState();
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
D3D::context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
@ -232,9 +230,11 @@ void VertexManager::vFlush()
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
D3D::gfxstate->ApplyState();
g_renderer->ApplyState();
LoadBuffers();
Draw(stride);
g_renderer->UnsetTextures();
D3D::gfxstate->Reset();
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);