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D3D11: Correct clearing samplers.
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@ -1347,7 +1347,7 @@ void D3D11DrawContext::BindSamplerStates(int start, int count, SamplerState **st
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_assert_(start + count <= ARRAY_SIZE(samplers));
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_assert_(start + count <= ARRAY_SIZE(samplers));
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for (int i = 0; i < count; i++) {
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for (int i = 0; i < count; i++) {
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D3D11SamplerState *samp = (D3D11SamplerState *)states[i];
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D3D11SamplerState *samp = (D3D11SamplerState *)states[i];
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samplers[i] = samp->ss;
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samplers[i] = samp ? samp->ss : nullptr;
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}
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}
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context_->PSSetSamplers(start, count, samplers);
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context_->PSSetSamplers(start, count, samplers);
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}
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}
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@ -530,7 +530,8 @@ public:
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_assert_(start + count <= MAX_BOUND_TEXTURES);
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_assert_(start + count <= MAX_BOUND_TEXTURES);
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for (int i = 0; i < count; ++i) {
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for (int i = 0; i < count; ++i) {
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D3D9SamplerState *s = static_cast<D3D9SamplerState *>(states[i]);
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D3D9SamplerState *s = static_cast<D3D9SamplerState *>(states[i]);
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s->Apply(device_, start + i);
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if (s)
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s->Apply(device_, start + i);
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}
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}
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}
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}
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void BindVertexBuffers(int start, int count, Buffer **buffers, const int *offsets) override {
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void BindVertexBuffers(int start, int count, Buffer **buffers, const int *offsets) override {
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