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Indenting nits
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534e5bbf34
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cbd5e87711
@ -166,18 +166,18 @@ d3d10_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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matrix_4x4_ortho(d3d10->mvp_no_rot, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
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{
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D3D10_BUFFER_DESC desc;
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D3D10_SUBRESOURCE_DATA ubo_data;
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D3D10_BUFFER_DESC desc;
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D3D10_SUBRESOURCE_DATA ubo_data;
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desc.ByteWidth = sizeof(math_matrix_4x4);
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = sizeof(math_matrix_4x4);
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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desc.MiscFlags = 0;
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ubo_data.pSysMem = &d3d10->mvp_no_rot;
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ubo_data.SysMemPitch = 0;
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ubo_data.SysMemSlicePitch = 0;
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ubo_data.pSysMem = &d3d10->mvp_no_rot;
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ubo_data.SysMemPitch = 0;
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ubo_data.SysMemSlicePitch = 0;
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D3D10CreateBuffer(d3d10->device, &desc, &ubo_data, &d3d10->ubo);
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D3D10CreateBuffer(d3d10->device, &desc, NULL, &d3d10->frame.ubo);
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@ -218,18 +218,18 @@ d3d10_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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};
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{
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D3D10_SUBRESOURCE_DATA vertexData;
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D3D10_BUFFER_DESC desc;
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D3D10_SUBRESOURCE_DATA vertexData;
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D3D10_BUFFER_DESC desc;
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desc.ByteWidth = sizeof(vertices);
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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desc.ByteWidth = sizeof(vertices);
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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vertexData.pSysMem = vertices;
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vertexData.SysMemPitch = 0;
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vertexData.SysMemSlicePitch = 0;
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vertexData.pSysMem = vertices;
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vertexData.SysMemPitch = 0;
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vertexData.SysMemSlicePitch = 0;
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D3D10CreateBuffer(d3d10->device, &desc, &vertexData, &d3d10->frame.vbo);
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desc.Usage = D3D10_USAGE_IMMUTABLE;
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@ -276,24 +276,24 @@ d3d10_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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D3D10SetPShader(d3d10->device, d3d10->ps);
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{
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unsigned k;
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D3D10_BLEND_DESC blend_desc;
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unsigned k;
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D3D10_BLEND_DESC blend_desc;
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for (k = 0; k < 8; k++)
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{
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blend_desc.BlendEnable[k] = TRUE;
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blend_desc.RenderTargetWriteMask[k] = D3D10_COLOR_WRITE_ENABLE_ALL;
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}
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blend_desc.AlphaToCoverageEnable = FALSE;
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blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
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blend_desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
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blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
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blend_desc.SrcBlendAlpha = D3D10_BLEND_SRC_ALPHA;
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blend_desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
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blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
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for (k = 0; k < 8; k++)
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{
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blend_desc.BlendEnable[k] = TRUE;
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blend_desc.RenderTargetWriteMask[k] = D3D10_COLOR_WRITE_ENABLE_ALL;
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}
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blend_desc.AlphaToCoverageEnable = FALSE;
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blend_desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
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blend_desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
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blend_desc.BlendOp = D3D10_BLEND_OP_ADD;
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blend_desc.SrcBlendAlpha = D3D10_BLEND_SRC_ALPHA;
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blend_desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
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blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
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D3D10CreateBlendState(d3d10->device, &blend_desc, &d3d10->blend_enable);
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blend_desc.BlendEnable[0] = FALSE;
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@ -287,13 +287,13 @@ static bool d3d11_gfx_set_shader(void* data, enum rarch_shader_type type, const
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for (j = 0; j < SLANG_CBUFFER_MAX; j++)
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{
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D3D11_BUFFER_DESC desc;
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desc.ByteWidth = d3d11->pass[i].semantics.cbuffers[j].size;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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desc.StructureByteStride = 0;
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D3D11_BUFFER_DESC desc;
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desc.ByteWidth = d3d11->pass[i].semantics.cbuffers[j].size;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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desc.StructureByteStride = 0;
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if (!desc.ByteWidth)
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continue;
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@ -499,16 +499,16 @@ d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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{
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D3D11_SUBRESOURCE_DATA ubo_data;
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D3D11_BUFFER_DESC desc;
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desc.ByteWidth = sizeof(d3d11->ubo_values);
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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desc.StructureByteStride = 0;
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desc.ByteWidth = sizeof(d3d11->ubo_values);
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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desc.StructureByteStride = 0;
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ubo_data.pSysMem = &d3d11->ubo_values.mvp;
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ubo_data.SysMemPitch = 0;
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ubo_data.SysMemSlicePitch = 0;
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ubo_data.pSysMem = &d3d11->ubo_values.mvp;
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ubo_data.SysMemPitch = 0;
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ubo_data.SysMemSlicePitch = 0;
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D3D11CreateBuffer(d3d11->device, &desc, &ubo_data, &d3d11->ubo);
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D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->frame.ubo);
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@ -80,7 +80,7 @@ static void d3d12_update_viewport(void* data, bool force_full)
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d3d12->resize_viewport = false;
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}
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static void*
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static void*
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d3d12_gfx_init(const video_info_t* video, const input_driver_t** input, void** input_data)
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{
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WNDCLASSEX wndclass = { 0 };
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@ -127,15 +127,15 @@ d3d12_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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d3d12->chain.vsync = video->vsync;
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d3d12->format = video->rgb32 ? DXGI_FORMAT_B8G8R8X8_UNORM : DXGI_FORMAT_B5G6R5_UNORM;
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d3d12->frame.texture.desc.Format =
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d3d12_get_closest_match_texture2D(d3d12->device, d3d12->format);
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d3d12_get_closest_match_texture2D(d3d12->device, d3d12->format);
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d3d12->ubo_view.SizeInBytes = sizeof(math_matrix_4x4);
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d3d12->ubo_view.BufferLocation =
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d3d12_create_buffer(d3d12->device, d3d12->ubo_view.SizeInBytes, &d3d12->ubo);
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d3d12_create_buffer(d3d12->device, d3d12->ubo_view.SizeInBytes, &d3d12->ubo);
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d3d12->frame.ubo_view.SizeInBytes = sizeof(math_matrix_4x4);
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d3d12->frame.ubo_view.BufferLocation =
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d3d12_create_buffer(d3d12->device, d3d12->frame.ubo_view.SizeInBytes, &d3d12->frame.ubo);
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d3d12_create_buffer(d3d12->device, d3d12->frame.ubo_view.SizeInBytes, &d3d12->frame.ubo);
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matrix_4x4_ortho(d3d12->mvp_no_rot, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
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@ -200,7 +200,7 @@ static bool d3d12_gfx_frame(
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D3D12SetGraphicsRootSignature(d3d12->queue.cmd, d3d12->pipe.rootSignature);
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{
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D3D12DescriptorHeap desc_heaps[] = { d3d12->pipe.srv_heap.handle,
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d3d12->pipe.sampler_heap.handle };
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d3d12->pipe.sampler_heap.handle };
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D3D12SetDescriptorHeaps(d3d12->queue.cmd, countof(desc_heaps), desc_heaps);
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}
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@ -232,7 +232,7 @@ static bool d3d12_gfx_frame(
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#if 0 /* custom viewport doesn't call apply_state_changes, so we can't rely on this for now */
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if (d3d12->resize_viewport)
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#endif
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d3d12_update_viewport(d3d12, false);
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d3d12_update_viewport(d3d12, false);
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D3D12RSSetViewports(d3d12->queue.cmd, 1, &d3d12->frame.viewport);
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D3D12RSSetScissorRects(d3d12->queue.cmd, 1, &d3d12->frame.scissorRect);
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@ -426,7 +426,7 @@ static void d3d12_set_menu_texture_frame(
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D3D12Unmap(d3d12->menu.vbo, 0, NULL);
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}
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d3d12->menu.sampler = config_get_ptr()->bools.menu_linear_filter ? d3d12->sampler_linear
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: d3d12->sampler_nearest;
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: d3d12->sampler_nearest;
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}
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static void d3d12_set_menu_texture_enable(void* data, bool state, bool full_screen)
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{
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