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[d3d11] Avoid emitting redundant vertex and index buffer updates
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@ -1588,11 +1588,15 @@ namespace dxvk {
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for (uint32_t i = 0; i < NumBuffers; i++) {
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auto newBuffer = static_cast<D3D11Buffer*>(ppVertexBuffers[i]);
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m_state.ia.vertexBuffers[StartSlot + i].buffer = newBuffer;
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m_state.ia.vertexBuffers[StartSlot + i].offset = pOffsets[i];
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m_state.ia.vertexBuffers[StartSlot + i].stride = pStrides[i];
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BindVertexBuffer(StartSlot + i, newBuffer, pOffsets[i], pStrides[i]);
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if (m_state.ia.vertexBuffers[StartSlot + i].buffer != newBuffer
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|| m_state.ia.vertexBuffers[StartSlot + i].offset != pOffsets[i]
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|| m_state.ia.vertexBuffers[StartSlot + i].stride != pStrides[i]) {
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m_state.ia.vertexBuffers[StartSlot + i].buffer = newBuffer;
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m_state.ia.vertexBuffers[StartSlot + i].offset = pOffsets[i];
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m_state.ia.vertexBuffers[StartSlot + i].stride = pStrides[i];
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BindVertexBuffer(StartSlot + i, newBuffer, pOffsets[i], pStrides[i]);
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}
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}
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}
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@ -1605,11 +1609,15 @@ namespace dxvk {
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auto newBuffer = static_cast<D3D11Buffer*>(pIndexBuffer);
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m_state.ia.indexBuffer.buffer = newBuffer;
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m_state.ia.indexBuffer.offset = Offset;
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m_state.ia.indexBuffer.format = Format;
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BindIndexBuffer(newBuffer, Offset, Format);
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if (m_state.ia.indexBuffer.buffer != newBuffer
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|| m_state.ia.indexBuffer.offset != Offset
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|| m_state.ia.indexBuffer.format != Format) {
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m_state.ia.indexBuffer.buffer = newBuffer;
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m_state.ia.indexBuffer.offset = Offset;
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m_state.ia.indexBuffer.format = Format;
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BindIndexBuffer(newBuffer, Offset, Format);
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}
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}
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