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[d3d11] Use new binding methods in video context
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@ -1196,9 +1196,9 @@ namespace dxvk {
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rt.color[0].view = cView;
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rt.color[0].layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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ctx->bindRenderTargets(rt);
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ctx->bindShader(VK_SHADER_STAGE_VERTEX_BIT, m_vs);
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ctx->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, m_fs);
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ctx->bindRenderTargets(std::move(rt));
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ctx->bindShader(VK_SHADER_STAGE_VERTEX_BIT, Rc<DxvkShader>(m_vs));
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ctx->bindShader(VK_SHADER_STAGE_FRAGMENT_BIT, Rc<DxvkShader>(m_fs));
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ctx->bindResourceBuffer(VK_SHADER_STAGE_FRAGMENT_BIT, 0, DxvkBufferSlice(m_ubo));
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DxvkInputAssemblyState iaState;
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@ -1293,10 +1293,10 @@ namespace dxvk {
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ctx->invalidateBuffer(m_ubo, uboSlice);
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ctx->setViewports(1, &viewport, &scissor);
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ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 1, m_sampler);
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ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 1, Rc<DxvkSampler>(m_sampler));
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for (uint32_t i = 0; i < cViews.size(); i++)
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ctx->bindResourceView(VK_SHADER_STAGE_FRAGMENT_BIT, 2 + i, cViews[i], nullptr);
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ctx->bindResourceView(VK_SHADER_STAGE_FRAGMENT_BIT, 2 + i, Rc<DxvkImageView>(cViews[i]), nullptr);
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ctx->draw(3, 1, 0, 0);
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});
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