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[d3d11] Remove unused SetRenderTargets method
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@ -3573,25 +3573,6 @@ namespace dxvk {
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}
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}
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void D3D11DeviceContext::SetRenderTargets(
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UINT NumViews,
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ID3D11RenderTargetView* const* ppRenderTargetViews,
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ID3D11DepthStencilView* pDepthStencilView) {
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// Native D3D11 does not change the render targets if
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// the parameters passed to this method are invalid.
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if (!ValidateRenderTargets(NumViews, ppRenderTargetViews, pDepthStencilView))
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return;
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for (UINT i = 0; i < m_state.om.renderTargetViews.size(); i++) {
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m_state.om.renderTargetViews[i] = i < NumViews
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? static_cast<D3D11RenderTargetView*>(ppRenderTargetViews[i])
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: nullptr;
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}
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m_state.om.depthStencilView = static_cast<D3D11DepthStencilView*>(pDepthStencilView);
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}
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void D3D11DeviceContext::GetConstantBuffers(
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void D3D11DeviceContext::GetConstantBuffers(
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const D3D11ConstantBufferBindings& Bindings,
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const D3D11ConstantBufferBindings& Bindings,
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UINT StartSlot,
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UINT StartSlot,
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@ -778,11 +778,6 @@ namespace dxvk {
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ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
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ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
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const UINT* pUAVInitialCounts);
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const UINT* pUAVInitialCounts);
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void SetRenderTargets(
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UINT NumViews,
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ID3D11RenderTargetView* const* ppRenderTargetViews,
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ID3D11DepthStencilView* pDepthStencilView);
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void GetConstantBuffers(
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void GetConstantBuffers(
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const D3D11ConstantBufferBindings& Bindings,
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const D3D11ConstantBufferBindings& Bindings,
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UINT StartSlot,
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UINT StartSlot,
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