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https://github.com/doitsujin/dxvk.git
synced 2024-12-02 01:24:11 +01:00
[d3d11] Don't use .at()
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@ -1804,7 +1804,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumViews; i++)
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ppShaderResourceViews[i] = m_state.vs.shaderResources.at(StartSlot + i).ref();
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ppShaderResourceViews[i] = m_state.vs.shaderResources[StartSlot + i].ref();
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}
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@ -1815,7 +1815,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumSamplers; i++)
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ppSamplers[i] = m_state.vs.samplers.at(StartSlot + i).ref();
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ppSamplers[i] = m_state.vs.samplers[StartSlot + i].ref();
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}
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@ -1946,7 +1946,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumViews; i++)
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ppShaderResourceViews[i] = m_state.hs.shaderResources.at(StartSlot + i).ref();
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ppShaderResourceViews[i] = m_state.hs.shaderResources[StartSlot + i].ref();
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}
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@ -1957,7 +1957,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumSamplers; i++)
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ppSamplers[i] = m_state.hs.samplers.at(StartSlot + i).ref();
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ppSamplers[i] = m_state.hs.samplers[StartSlot + i].ref();
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}
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@ -2088,7 +2088,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumViews; i++)
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ppShaderResourceViews[i] = m_state.ds.shaderResources.at(StartSlot + i).ref();
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ppShaderResourceViews[i] = m_state.ds.shaderResources[StartSlot + i].ref();
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}
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@ -2099,7 +2099,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumSamplers; i++)
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ppSamplers[i] = m_state.ds.samplers.at(StartSlot + i).ref();
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ppSamplers[i] = m_state.ds.samplers[StartSlot + i].ref();
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}
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@ -2230,7 +2230,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumViews; i++)
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ppShaderResourceViews[i] = m_state.gs.shaderResources.at(StartSlot + i).ref();
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ppShaderResourceViews[i] = m_state.gs.shaderResources[StartSlot + i].ref();
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}
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@ -2241,7 +2241,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumSamplers; i++)
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ppSamplers[i] = m_state.gs.samplers.at(StartSlot + i).ref();
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ppSamplers[i] = m_state.gs.samplers[StartSlot + i].ref();
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}
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@ -2372,7 +2372,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumViews; i++)
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ppShaderResourceViews[i] = m_state.ps.shaderResources.at(StartSlot + i).ref();
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ppShaderResourceViews[i] = m_state.ps.shaderResources[StartSlot + i].ref();
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}
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@ -2383,7 +2383,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumSamplers; i++)
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ppSamplers[i] = m_state.ps.samplers.at(StartSlot + i).ref();
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ppSamplers[i] = m_state.ps.samplers[StartSlot + i].ref();
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}
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@ -2529,7 +2529,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumViews; i++)
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ppShaderResourceViews[i] = m_state.cs.shaderResources.at(StartSlot + i).ref();
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ppShaderResourceViews[i] = m_state.cs.shaderResources[StartSlot + i].ref();
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}
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@ -2540,7 +2540,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumSamplers; i++)
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ppSamplers[i] = m_state.cs.samplers.at(StartSlot + i).ref();
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ppSamplers[i] = m_state.cs.samplers[StartSlot + i].ref();
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}
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@ -2551,7 +2551,7 @@ namespace dxvk {
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D3D10DeviceLock lock = LockContext();
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for (uint32_t i = 0; i < NumUAVs; i++)
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ppUnorderedAccessViews[i] = m_state.cs.unorderedAccessViews.at(StartSlot + i).ref();
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ppUnorderedAccessViews[i] = m_state.cs.unorderedAccessViews[StartSlot + i].ref();
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}
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@ -2838,7 +2838,7 @@ namespace dxvk {
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if (pViewports != nullptr) {
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for (uint32_t i = 0; i < *pNumViewports; i++) {
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if (i < m_state.rs.numViewports) {
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pViewports[i] = m_state.rs.viewports.at(i);
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pViewports[i] = m_state.rs.viewports[i];
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} else {
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pViewports[i].TopLeftX = 0.0f;
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pViewports[i].TopLeftY = 0.0f;
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@ -2862,7 +2862,7 @@ namespace dxvk {
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if (pRects != nullptr) {
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for (uint32_t i = 0; i < *pNumRects; i++) {
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if (i < m_state.rs.numScissors) {
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pRects[i] = m_state.rs.scissors.at(i);
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pRects[i] = m_state.rs.scissors[i];
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} else {
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pRects[i].left = 0;
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pRects[i].top = 0;
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