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Minor cleanup
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1566ab9ac3
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c502692490
@ -303,7 +303,7 @@ void GPU_D3D11::BeginHostFrame() {
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if (resized_) {
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drawEngine_.Resized();
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textureCacheD3D11_->NotifyConfigChanged();
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shaderManagerD3D11_->DirtyShader();
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shaderManagerD3D11_->DirtyLastShader();
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resized_ = false;
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}
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}
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@ -337,7 +337,7 @@ void GPU_D3D11::BeginFrameInternal() {
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} else if (dumpThisFrame_) {
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dumpThisFrame_ = false;
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}
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shaderManagerD3D11_->DirtyShader();
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shaderManagerD3D11_->DirtyLastShader();
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framebufferManagerD3D11_->BeginFrame();
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}
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@ -130,23 +130,17 @@ void ShaderManagerD3D11::Clear() {
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void ShaderManagerD3D11::ClearShaders() {
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Clear();
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DirtyShader();
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DirtyLastShader();
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gstate_c.Dirty(DIRTY_ALL_UNIFORMS);
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}
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void ShaderManagerD3D11::DirtyShader() {
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// Forget the last shader ID
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void ShaderManagerD3D11::DirtyLastShader() {
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lastFSID_.clear();
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lastVSID_.clear();
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lastVShader_ = nullptr;
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lastFShader_ = nullptr;
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}
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void ShaderManagerD3D11::DirtyLastShader() { // disables vertex arrays
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lastVShader_ = nullptr;
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lastFShader_ = nullptr;
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}
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uint64_t ShaderManagerD3D11::UpdateUniforms() {
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uint64_t dirty = gstate_c.GetDirtyUniforms();
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if (dirty != 0) {
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@ -94,7 +94,6 @@ public:
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void GetShaders(int prim, u32 vertType, D3D11VertexShader **vshader, D3D11FragmentShader **fshader, bool useHWTransform);
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void ClearShaders();
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void DirtyShader();
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void DirtyLastShader() override;
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int GetNumVertexShaders() const { return (int)vsCache_.size(); }
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