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[d3d11] Pass shader stage for binding video processor resources
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@ -1199,7 +1199,7 @@ namespace dxvk {
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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->bindResourceBuffer(0, DxvkBufferSlice(m_ubo));
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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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iaState.primitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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@ -1292,10 +1292,10 @@ 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(1, m_sampler);
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ctx->bindResourceSampler(VK_SHADER_STAGE_FRAGMENT_BIT, 1, m_sampler);
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for (uint32_t i = 0; i < cViews.size(); i++)
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ctx->bindResourceView(2 + i, cViews[i], nullptr);
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ctx->bindResourceView(VK_SHADER_STAGE_FRAGMENT_BIT, 2 + i, cViews[i], nullptr);
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ctx->draw(3, 1, 0, 0);
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});
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