mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-02 19:24:12 +01:00
[d3d11] Remove inconsistent uses of "this"
This commit is contained in:
parent
c43702e445
commit
2346a2ac03
@ -1140,7 +1140,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::VertexShader,
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m_state.vs.constantBuffers,
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StartSlot, NumBuffers,
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@ -1155,7 +1155,7 @@ namespace dxvk {
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::VertexShader,
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m_state.vs.constantBuffers,
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StartSlot, NumBuffers,
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@ -1169,7 +1169,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) {
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this->SetShaderResources(
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SetShaderResources(
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DxbcProgramType::VertexShader,
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m_state.vs.shaderResources,
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StartSlot, NumViews,
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@ -1181,7 +1181,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) {
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this->SetSamplers(
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SetSamplers(
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DxbcProgramType::VertexShader,
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m_state.vs.samplers,
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StartSlot, NumSamplers,
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@ -1266,7 +1266,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) {
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this->SetShaderResources(
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SetShaderResources(
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DxbcProgramType::HullShader,
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m_state.hs.shaderResources,
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StartSlot, NumViews,
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@ -1278,7 +1278,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::HullShader,
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m_state.hs.constantBuffers,
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StartSlot, NumBuffers,
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@ -1293,7 +1293,7 @@ namespace dxvk {
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::HullShader,
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m_state.hs.constantBuffers,
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StartSlot, NumBuffers,
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@ -1307,7 +1307,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) {
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this->SetSamplers(
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SetSamplers(
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DxbcProgramType::HullShader,
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m_state.hs.samplers,
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StartSlot, NumSamplers,
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@ -1392,7 +1392,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) {
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this->SetShaderResources(
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SetShaderResources(
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DxbcProgramType::DomainShader,
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m_state.ds.shaderResources,
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StartSlot, NumViews,
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@ -1404,7 +1404,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::DomainShader,
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m_state.ds.constantBuffers,
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StartSlot, NumBuffers,
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@ -1419,7 +1419,7 @@ namespace dxvk {
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::DomainShader,
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m_state.ds.constantBuffers,
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StartSlot, NumBuffers,
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@ -1433,7 +1433,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) {
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this->SetSamplers(
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SetSamplers(
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DxbcProgramType::DomainShader,
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m_state.ds.samplers,
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StartSlot, NumSamplers,
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@ -1518,7 +1518,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::GeometryShader,
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m_state.gs.constantBuffers,
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StartSlot, NumBuffers,
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@ -1533,7 +1533,7 @@ namespace dxvk {
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::GeometryShader,
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m_state.gs.constantBuffers,
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StartSlot, NumBuffers,
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@ -1547,7 +1547,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) {
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this->SetShaderResources(
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SetShaderResources(
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DxbcProgramType::GeometryShader,
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m_state.gs.shaderResources,
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StartSlot, NumViews,
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@ -1559,7 +1559,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) {
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this->SetSamplers(
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SetSamplers(
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DxbcProgramType::GeometryShader,
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m_state.gs.samplers,
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StartSlot, NumSamplers,
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@ -1644,7 +1644,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::PixelShader,
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m_state.ps.constantBuffers,
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StartSlot, NumBuffers,
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@ -1659,7 +1659,7 @@ namespace dxvk {
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::PixelShader,
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m_state.ps.constantBuffers,
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StartSlot, NumBuffers,
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@ -1673,7 +1673,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) {
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this->SetShaderResources(
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SetShaderResources(
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DxbcProgramType::PixelShader,
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m_state.ps.shaderResources,
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StartSlot, NumViews,
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@ -1685,7 +1685,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) {
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this->SetSamplers(
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SetSamplers(
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DxbcProgramType::PixelShader,
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m_state.ps.samplers,
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StartSlot, NumSamplers,
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@ -1770,7 +1770,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::ComputeShader,
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m_state.cs.constantBuffers,
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StartSlot, NumBuffers,
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@ -1785,7 +1785,7 @@ namespace dxvk {
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants) {
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this->SetConstantBuffers(
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SetConstantBuffers(
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DxbcProgramType::ComputeShader,
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m_state.cs.constantBuffers,
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StartSlot, NumBuffers,
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@ -1799,7 +1799,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) {
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this->SetShaderResources(
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SetShaderResources(
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DxbcProgramType::ComputeShader,
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m_state.cs.shaderResources,
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StartSlot, NumViews,
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@ -1811,7 +1811,7 @@ namespace dxvk {
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) {
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this->SetSamplers(
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SetSamplers(
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DxbcProgramType::ComputeShader,
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m_state.cs.samplers,
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StartSlot, NumSamplers,
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@ -1824,14 +1824,14 @@ namespace dxvk {
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UINT NumUAVs,
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ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
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const UINT* pUAVInitialCounts) {
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this->SetUnorderedAccessViews(
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SetUnorderedAccessViews(
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DxbcProgramType::ComputeShader,
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m_state.cs.unorderedAccessViews,
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StartSlot, NumUAVs,
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ppUnorderedAccessViews);
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if (pUAVInitialCounts != nullptr) {
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this->InitUnorderedAccessViewCounters(
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InitUnorderedAccessViewCounters(
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NumUAVs, ppUnorderedAccessViews,
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pUAVInitialCounts);
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}
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