mirror of
https://github.com/doitsujin/dxvk.git
synced 2025-02-20 19:54:19 +01:00
[d3d11] Don't mark context methods as 'final'
This commit is contained in:
parent
629587bedd
commit
f14d17b743
@ -24,36 +24,36 @@ namespace dxvk {
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HRESULT STDMETHODCALLTYPE QueryInterface(
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REFIID riid,
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void** ppvObject) final;
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void** ppvObject);
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void STDMETHODCALLTYPE DiscardResource(ID3D11Resource *pResource) final;
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void STDMETHODCALLTYPE DiscardResource(ID3D11Resource *pResource);
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void STDMETHODCALLTYPE DiscardView(ID3D11View* pResourceView) final;
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void STDMETHODCALLTYPE DiscardView(ID3D11View* pResourceView);
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void STDMETHODCALLTYPE DiscardView1(
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ID3D11View* pResourceView,
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const D3D11_RECT* pRects,
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UINT NumRects) final;
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UINT NumRects);
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void STDMETHODCALLTYPE SwapDeviceContextState(
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ID3DDeviceContextState* pState,
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ID3DDeviceContextState** ppPreviousState) final;
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ID3DDeviceContextState** ppPreviousState);
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void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice) final;
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void STDMETHODCALLTYPE GetDevice(ID3D11Device **ppDevice);
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void STDMETHODCALLTYPE ClearState() final;
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void STDMETHODCALLTYPE ClearState();
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void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync) final;
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void STDMETHODCALLTYPE Begin(ID3D11Asynchronous *pAsync);
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void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync) final;
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void STDMETHODCALLTYPE End(ID3D11Asynchronous *pAsync);
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void STDMETHODCALLTYPE SetPredication(
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ID3D11Predicate* pPredicate,
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BOOL PredicateValue) final;
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BOOL PredicateValue);
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void STDMETHODCALLTYPE GetPredication(
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ID3D11Predicate** ppPredicate,
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BOOL* pPredicateValue) final;
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BOOL* pPredicateValue);
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void STDMETHODCALLTYPE CopySubresourceRegion(
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ID3D11Resource* pDstResource,
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@ -83,31 +83,31 @@ namespace dxvk {
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void STDMETHODCALLTYPE CopyStructureCount(
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ID3D11Buffer* pDstBuffer,
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UINT DstAlignedByteOffset,
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ID3D11UnorderedAccessView* pSrcView) final;
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ID3D11UnorderedAccessView* pSrcView);
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void STDMETHODCALLTYPE ClearRenderTargetView(
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ID3D11RenderTargetView* pRenderTargetView,
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const FLOAT ColorRGBA[4]) final;
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const FLOAT ColorRGBA[4]);
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void STDMETHODCALLTYPE ClearUnorderedAccessViewUint(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
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const UINT Values[4]) final;
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const UINT Values[4]);
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void STDMETHODCALLTYPE ClearUnorderedAccessViewFloat(
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ID3D11UnorderedAccessView* pUnorderedAccessView,
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const FLOAT Values[4]) final;
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const FLOAT Values[4]);
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void STDMETHODCALLTYPE ClearDepthStencilView(
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ID3D11DepthStencilView* pDepthStencilView,
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UINT ClearFlags,
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FLOAT Depth,
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UINT8 Stencil) final;
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UINT8 Stencil);
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void STDMETHODCALLTYPE ClearView(
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ID3D11View *pView,
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const FLOAT Color[4],
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const D3D11_RECT *pRect,
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UINT NumRects) final;
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UINT NumRects);
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void STDMETHODCALLTYPE GenerateMips(
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ID3D11ShaderResourceView* pShaderResourceView);
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@ -131,10 +131,10 @@ namespace dxvk {
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void STDMETHODCALLTYPE SetResourceMinLOD(
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ID3D11Resource* pResource,
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FLOAT MinLOD) final;
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FLOAT MinLOD);
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FLOAT STDMETHODCALLTYPE GetResourceMinLOD(
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ID3D11Resource* pResource) final;
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ID3D11Resource* pResource);
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void STDMETHODCALLTYPE ResolveSubresource(
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ID3D11Resource* pDstResource,
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@ -143,417 +143,417 @@ namespace dxvk {
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UINT SrcSubresource,
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DXGI_FORMAT Format);
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void STDMETHODCALLTYPE DrawAuto() final;
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void STDMETHODCALLTYPE DrawAuto();
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void STDMETHODCALLTYPE Draw(
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UINT VertexCount,
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UINT StartVertexLocation) final;
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UINT StartVertexLocation);
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void STDMETHODCALLTYPE DrawIndexed(
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UINT IndexCount,
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UINT StartIndexLocation,
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INT BaseVertexLocation) final;
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INT BaseVertexLocation);
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void STDMETHODCALLTYPE DrawInstanced(
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UINT VertexCountPerInstance,
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UINT InstanceCount,
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UINT StartVertexLocation,
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UINT StartInstanceLocation) final;
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UINT StartInstanceLocation);
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void STDMETHODCALLTYPE DrawIndexedInstanced(
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UINT IndexCountPerInstance,
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UINT InstanceCount,
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UINT StartIndexLocation,
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INT BaseVertexLocation,
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UINT StartInstanceLocation) final;
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UINT StartInstanceLocation);
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void STDMETHODCALLTYPE DrawIndexedInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
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UINT AlignedByteOffsetForArgs) final;
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UINT AlignedByteOffsetForArgs);
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void STDMETHODCALLTYPE DrawInstancedIndirect(
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ID3D11Buffer* pBufferForArgs,
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UINT AlignedByteOffsetForArgs) final;
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UINT AlignedByteOffsetForArgs);
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void STDMETHODCALLTYPE Dispatch(
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UINT ThreadGroupCountX,
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UINT ThreadGroupCountY,
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UINT ThreadGroupCountZ) final;
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UINT ThreadGroupCountZ);
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void STDMETHODCALLTYPE DispatchIndirect(
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ID3D11Buffer* pBufferForArgs,
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UINT AlignedByteOffsetForArgs) final;
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UINT AlignedByteOffsetForArgs);
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void STDMETHODCALLTYPE IASetInputLayout(
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ID3D11InputLayout* pInputLayout) final;
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ID3D11InputLayout* pInputLayout);
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void STDMETHODCALLTYPE IASetPrimitiveTopology(
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D3D11_PRIMITIVE_TOPOLOGY Topology) final;
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D3D11_PRIMITIVE_TOPOLOGY Topology);
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void STDMETHODCALLTYPE IASetVertexBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppVertexBuffers,
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const UINT* pStrides,
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const UINT* pOffsets) final;
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const UINT* pOffsets);
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void STDMETHODCALLTYPE IASetIndexBuffer(
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ID3D11Buffer* pIndexBuffer,
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DXGI_FORMAT Format,
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UINT Offset) final;
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UINT Offset);
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void STDMETHODCALLTYPE IAGetInputLayout(
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ID3D11InputLayout** ppInputLayout) final;
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ID3D11InputLayout** ppInputLayout);
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void STDMETHODCALLTYPE IAGetPrimitiveTopology(
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D3D11_PRIMITIVE_TOPOLOGY* pTopology) final;
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D3D11_PRIMITIVE_TOPOLOGY* pTopology);
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void STDMETHODCALLTYPE IAGetVertexBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppVertexBuffers,
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UINT* pStrides,
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UINT* pOffsets) final;
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UINT* pOffsets);
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void STDMETHODCALLTYPE IAGetIndexBuffer(
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ID3D11Buffer** ppIndexBuffer,
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DXGI_FORMAT* pFormat,
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UINT* pOffset) final;
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UINT* pOffset);
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void STDMETHODCALLTYPE VSSetShader(
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ID3D11VertexShader* pVertexShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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UINT NumClassInstances);
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void STDMETHODCALLTYPE VSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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ID3D11Buffer* const* ppConstantBuffers);
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void STDMETHODCALLTYPE VSSetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants) final;
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const UINT* pNumConstants);
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void STDMETHODCALLTYPE VSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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ID3D11ShaderResourceView* const* ppShaderResourceViews);
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void STDMETHODCALLTYPE VSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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ID3D11SamplerState* const* ppSamplers);
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void STDMETHODCALLTYPE VSGetShader(
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ID3D11VertexShader** ppVertexShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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UINT* pNumClassInstances);
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void STDMETHODCALLTYPE VSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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ID3D11Buffer** ppConstantBuffers);
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void STDMETHODCALLTYPE VSGetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers,
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UINT* pFirstConstant,
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UINT* pNumConstants) final;
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UINT* pNumConstants);
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void STDMETHODCALLTYPE VSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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ID3D11ShaderResourceView** ppShaderResourceViews);
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void STDMETHODCALLTYPE VSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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ID3D11SamplerState** ppSamplers);
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void STDMETHODCALLTYPE HSSetShader(
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ID3D11HullShader* pHullShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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UINT NumClassInstances);
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void STDMETHODCALLTYPE HSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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ID3D11ShaderResourceView* const* ppShaderResourceViews);
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void STDMETHODCALLTYPE HSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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ID3D11Buffer* const* ppConstantBuffers);
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void STDMETHODCALLTYPE HSSetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants) final;
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const UINT* pNumConstants);
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void STDMETHODCALLTYPE HSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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ID3D11SamplerState* const* ppSamplers);
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void STDMETHODCALLTYPE HSGetShader(
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ID3D11HullShader** ppHullShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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UINT* pNumClassInstances);
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void STDMETHODCALLTYPE HSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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ID3D11Buffer** ppConstantBuffers);
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void STDMETHODCALLTYPE HSGetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers,
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UINT* pFirstConstant,
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UINT* pNumConstants) final;
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UINT* pNumConstants);
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void STDMETHODCALLTYPE HSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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ID3D11ShaderResourceView** ppShaderResourceViews);
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void STDMETHODCALLTYPE HSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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ID3D11SamplerState** ppSamplers);
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void STDMETHODCALLTYPE DSSetShader(
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ID3D11DomainShader* pDomainShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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UINT NumClassInstances);
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void STDMETHODCALLTYPE DSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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ID3D11ShaderResourceView* const* ppShaderResourceViews);
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void STDMETHODCALLTYPE DSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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ID3D11Buffer* const* ppConstantBuffers);
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void STDMETHODCALLTYPE DSSetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants) final;
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const UINT* pNumConstants);
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void STDMETHODCALLTYPE DSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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ID3D11SamplerState* const* ppSamplers);
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void STDMETHODCALLTYPE DSGetShader(
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ID3D11DomainShader** ppDomainShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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UINT* pNumClassInstances);
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void STDMETHODCALLTYPE DSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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ID3D11Buffer** ppConstantBuffers);
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void STDMETHODCALLTYPE DSGetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers,
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UINT* pFirstConstant,
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UINT* pNumConstants) final;
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UINT* pNumConstants);
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void STDMETHODCALLTYPE DSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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ID3D11ShaderResourceView** ppShaderResourceViews);
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void STDMETHODCALLTYPE DSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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ID3D11SamplerState** ppSamplers);
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void STDMETHODCALLTYPE GSSetShader(
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ID3D11GeometryShader* pShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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UINT NumClassInstances);
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void STDMETHODCALLTYPE GSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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ID3D11Buffer* const* ppConstantBuffers);
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virtual void STDMETHODCALLTYPE GSSetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants) final;
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const UINT* pNumConstants);
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void STDMETHODCALLTYPE GSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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ID3D11ShaderResourceView* const* ppShaderResourceViews);
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void STDMETHODCALLTYPE GSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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ID3D11SamplerState* const* ppSamplers);
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void STDMETHODCALLTYPE GSGetShader(
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ID3D11GeometryShader** ppGeometryShader,
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ID3D11ClassInstance** ppClassInstances,
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UINT* pNumClassInstances) final;
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UINT* pNumClassInstances);
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void STDMETHODCALLTYPE GSGetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers) final;
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ID3D11Buffer** ppConstantBuffers);
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void STDMETHODCALLTYPE GSGetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer** ppConstantBuffers,
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UINT* pFirstConstant,
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UINT* pNumConstants) final;
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UINT* pNumConstants);
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void STDMETHODCALLTYPE GSGetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView** ppShaderResourceViews) final;
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ID3D11ShaderResourceView** ppShaderResourceViews);
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void STDMETHODCALLTYPE GSGetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState** ppSamplers) final;
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ID3D11SamplerState** ppSamplers);
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void STDMETHODCALLTYPE PSSetShader(
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ID3D11PixelShader* pPixelShader,
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ID3D11ClassInstance* const* ppClassInstances,
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UINT NumClassInstances) final;
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UINT NumClassInstances);
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void STDMETHODCALLTYPE PSSetConstantBuffers(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers) final;
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ID3D11Buffer* const* ppConstantBuffers);
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void STDMETHODCALLTYPE PSSetConstantBuffers1(
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UINT StartSlot,
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UINT NumBuffers,
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ID3D11Buffer* const* ppConstantBuffers,
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const UINT* pFirstConstant,
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const UINT* pNumConstants) final;
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const UINT* pNumConstants);
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void STDMETHODCALLTYPE PSSetShaderResources(
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UINT StartSlot,
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UINT NumViews,
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ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
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ID3D11ShaderResourceView* const* ppShaderResourceViews);
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void STDMETHODCALLTYPE PSSetSamplers(
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UINT StartSlot,
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UINT NumSamplers,
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ID3D11SamplerState* const* ppSamplers) final;
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ID3D11SamplerState* const* ppSamplers);
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void STDMETHODCALLTYPE PSGetShader(
|
||||
ID3D11PixelShader** ppPixelShader,
|
||||
ID3D11ClassInstance** ppClassInstances,
|
||||
UINT* pNumClassInstances) final;
|
||||
UINT* pNumClassInstances);
|
||||
|
||||
void STDMETHODCALLTYPE PSGetConstantBuffers(
|
||||
UINT StartSlot,
|
||||
UINT NumBuffers,
|
||||
ID3D11Buffer** ppConstantBuffers) final;
|
||||
ID3D11Buffer** ppConstantBuffers);
|
||||
|
||||
void STDMETHODCALLTYPE PSGetConstantBuffers1(
|
||||
UINT StartSlot,
|
||||
UINT NumBuffers,
|
||||
ID3D11Buffer** ppConstantBuffers,
|
||||
UINT* pFirstConstant,
|
||||
UINT* pNumConstants) final;
|
||||
UINT* pNumConstants);
|
||||
|
||||
void STDMETHODCALLTYPE PSGetShaderResources(
|
||||
UINT StartSlot,
|
||||
UINT NumViews,
|
||||
ID3D11ShaderResourceView** ppShaderResourceViews) final;
|
||||
ID3D11ShaderResourceView** ppShaderResourceViews);
|
||||
|
||||
void STDMETHODCALLTYPE PSGetSamplers(
|
||||
UINT StartSlot,
|
||||
UINT NumSamplers,
|
||||
ID3D11SamplerState** ppSamplers) final;
|
||||
ID3D11SamplerState** ppSamplers);
|
||||
|
||||
void STDMETHODCALLTYPE CSSetShader(
|
||||
ID3D11ComputeShader* pComputeShader,
|
||||
ID3D11ClassInstance* const* ppClassInstances,
|
||||
UINT NumClassInstances) final;
|
||||
UINT NumClassInstances);
|
||||
|
||||
void STDMETHODCALLTYPE CSSetConstantBuffers(
|
||||
UINT StartSlot,
|
||||
UINT NumBuffers,
|
||||
ID3D11Buffer* const* ppConstantBuffers) final;
|
||||
ID3D11Buffer* const* ppConstantBuffers);
|
||||
|
||||
void STDMETHODCALLTYPE CSSetConstantBuffers1(
|
||||
UINT StartSlot,
|
||||
UINT NumBuffers,
|
||||
ID3D11Buffer* const* ppConstantBuffers,
|
||||
const UINT* pFirstConstant,
|
||||
const UINT* pNumConstants) final;
|
||||
const UINT* pNumConstants);
|
||||
|
||||
void STDMETHODCALLTYPE CSSetShaderResources(
|
||||
UINT StartSlot,
|
||||
UINT NumViews,
|
||||
ID3D11ShaderResourceView* const* ppShaderResourceViews) final;
|
||||
ID3D11ShaderResourceView* const* ppShaderResourceViews);
|
||||
|
||||
void STDMETHODCALLTYPE CSSetSamplers(
|
||||
UINT StartSlot,
|
||||
UINT NumSamplers,
|
||||
ID3D11SamplerState* const* ppSamplers) final;
|
||||
ID3D11SamplerState* const* ppSamplers);
|
||||
|
||||
void STDMETHODCALLTYPE CSSetUnorderedAccessViews(
|
||||
UINT StartSlot,
|
||||
UINT NumUAVs,
|
||||
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
|
||||
const UINT* pUAVInitialCounts) final;
|
||||
const UINT* pUAVInitialCounts);
|
||||
|
||||
void STDMETHODCALLTYPE CSGetShader(
|
||||
ID3D11ComputeShader** ppComputeShader,
|
||||
ID3D11ClassInstance** ppClassInstances,
|
||||
UINT* pNumClassInstances) final;
|
||||
UINT* pNumClassInstances);
|
||||
|
||||
void STDMETHODCALLTYPE CSGetConstantBuffers(
|
||||
UINT StartSlot,
|
||||
UINT NumBuffers,
|
||||
ID3D11Buffer** ppConstantBuffers) final;
|
||||
ID3D11Buffer** ppConstantBuffers);
|
||||
|
||||
void STDMETHODCALLTYPE CSGetConstantBuffers1(
|
||||
UINT StartSlot,
|
||||
UINT NumBuffers,
|
||||
ID3D11Buffer** ppConstantBuffers,
|
||||
UINT* pFirstConstant,
|
||||
UINT* pNumConstants) final;
|
||||
UINT* pNumConstants);
|
||||
|
||||
void STDMETHODCALLTYPE CSGetShaderResources(
|
||||
UINT StartSlot,
|
||||
UINT NumViews,
|
||||
ID3D11ShaderResourceView** ppShaderResourceViews) final;
|
||||
ID3D11ShaderResourceView** ppShaderResourceViews);
|
||||
|
||||
void STDMETHODCALLTYPE CSGetSamplers(
|
||||
UINT StartSlot,
|
||||
UINT NumSamplers,
|
||||
ID3D11SamplerState** ppSamplers) final;
|
||||
ID3D11SamplerState** ppSamplers);
|
||||
|
||||
void STDMETHODCALLTYPE CSGetUnorderedAccessViews(
|
||||
UINT StartSlot,
|
||||
UINT NumUAVs,
|
||||
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
|
||||
ID3D11UnorderedAccessView** ppUnorderedAccessViews);
|
||||
|
||||
void STDMETHODCALLTYPE OMSetRenderTargets(
|
||||
UINT NumViews,
|
||||
@ -572,16 +572,16 @@ namespace dxvk {
|
||||
void STDMETHODCALLTYPE OMSetBlendState(
|
||||
ID3D11BlendState* pBlendState,
|
||||
const FLOAT BlendFactor[4],
|
||||
UINT SampleMask) final;
|
||||
UINT SampleMask);
|
||||
|
||||
void STDMETHODCALLTYPE OMSetDepthStencilState(
|
||||
ID3D11DepthStencilState* pDepthStencilState,
|
||||
UINT StencilRef) final;
|
||||
UINT StencilRef);
|
||||
|
||||
void STDMETHODCALLTYPE OMGetRenderTargets(
|
||||
UINT NumViews,
|
||||
ID3D11RenderTargetView** ppRenderTargetViews,
|
||||
ID3D11DepthStencilView** ppDepthStencilView) final;
|
||||
ID3D11DepthStencilView** ppDepthStencilView);
|
||||
|
||||
void STDMETHODCALLTYPE OMGetRenderTargetsAndUnorderedAccessViews(
|
||||
UINT NumRTVs,
|
||||
@ -589,47 +589,47 @@ namespace dxvk {
|
||||
ID3D11DepthStencilView** ppDepthStencilView,
|
||||
UINT UAVStartSlot,
|
||||
UINT NumUAVs,
|
||||
ID3D11UnorderedAccessView** ppUnorderedAccessViews) final;
|
||||
ID3D11UnorderedAccessView** ppUnorderedAccessViews);
|
||||
|
||||
void STDMETHODCALLTYPE OMGetBlendState(
|
||||
ID3D11BlendState** ppBlendState,
|
||||
FLOAT BlendFactor[4],
|
||||
UINT* pSampleMask) final;
|
||||
UINT* pSampleMask);
|
||||
|
||||
void STDMETHODCALLTYPE OMGetDepthStencilState(
|
||||
ID3D11DepthStencilState** ppDepthStencilState,
|
||||
UINT* pStencilRef) final;
|
||||
UINT* pStencilRef);
|
||||
|
||||
void STDMETHODCALLTYPE RSSetState(
|
||||
ID3D11RasterizerState* pRasterizerState) final;
|
||||
ID3D11RasterizerState* pRasterizerState);
|
||||
|
||||
void STDMETHODCALLTYPE RSSetViewports(
|
||||
UINT NumViewports,
|
||||
const D3D11_VIEWPORT* pViewports) final;
|
||||
const D3D11_VIEWPORT* pViewports);
|
||||
|
||||
void STDMETHODCALLTYPE RSSetScissorRects(
|
||||
UINT NumRects,
|
||||
const D3D11_RECT* pRects) final;
|
||||
const D3D11_RECT* pRects);
|
||||
|
||||
void STDMETHODCALLTYPE RSGetState(
|
||||
ID3D11RasterizerState** ppRasterizerState) final;
|
||||
ID3D11RasterizerState** ppRasterizerState);
|
||||
|
||||
void STDMETHODCALLTYPE RSGetViewports(
|
||||
UINT* pNumViewports,
|
||||
D3D11_VIEWPORT* pViewports) final;
|
||||
D3D11_VIEWPORT* pViewports);
|
||||
|
||||
void STDMETHODCALLTYPE RSGetScissorRects(
|
||||
UINT* pNumRects,
|
||||
D3D11_RECT* pRects) final;
|
||||
D3D11_RECT* pRects);
|
||||
|
||||
void STDMETHODCALLTYPE SOSetTargets(
|
||||
UINT NumBuffers,
|
||||
ID3D11Buffer* const* ppSOTargets,
|
||||
const UINT* pOffsets) final;
|
||||
const UINT* pOffsets);
|
||||
|
||||
void STDMETHODCALLTYPE SOGetTargets(
|
||||
UINT NumBuffers,
|
||||
ID3D11Buffer** ppSOTargets) final;
|
||||
ID3D11Buffer** ppSOTargets);
|
||||
|
||||
void STDMETHODCALLTYPE SOGetTargetsWithOffsets(
|
||||
UINT NumBuffers,
|
||||
|
@ -30,36 +30,36 @@ namespace dxvk {
|
||||
const Rc<DxvkDevice>& Device,
|
||||
UINT ContextFlags);
|
||||
|
||||
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType() final;
|
||||
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType();
|
||||
|
||||
UINT STDMETHODCALLTYPE GetContextFlags() final;
|
||||
UINT STDMETHODCALLTYPE GetContextFlags();
|
||||
|
||||
HRESULT STDMETHODCALLTYPE GetData(
|
||||
ID3D11Asynchronous* pAsync,
|
||||
void* pData,
|
||||
UINT DataSize,
|
||||
UINT GetDataFlags) final;
|
||||
UINT GetDataFlags);
|
||||
|
||||
void STDMETHODCALLTYPE Flush() final;
|
||||
void STDMETHODCALLTYPE Flush();
|
||||
|
||||
void STDMETHODCALLTYPE ExecuteCommandList(
|
||||
ID3D11CommandList* pCommandList,
|
||||
BOOL RestoreContextState) final;
|
||||
BOOL RestoreContextState);
|
||||
|
||||
HRESULT STDMETHODCALLTYPE FinishCommandList(
|
||||
BOOL RestoreDeferredContextState,
|
||||
ID3D11CommandList **ppCommandList) final;
|
||||
ID3D11CommandList **ppCommandList);
|
||||
|
||||
HRESULT STDMETHODCALLTYPE Map(
|
||||
ID3D11Resource* pResource,
|
||||
UINT Subresource,
|
||||
D3D11_MAP MapType,
|
||||
UINT MapFlags,
|
||||
D3D11_MAPPED_SUBRESOURCE* pMappedResource) final;
|
||||
D3D11_MAPPED_SUBRESOURCE* pMappedResource);
|
||||
|
||||
void STDMETHODCALLTYPE Unmap(
|
||||
ID3D11Resource* pResource,
|
||||
UINT Subresource) final;
|
||||
UINT Subresource);
|
||||
|
||||
private:
|
||||
|
||||
@ -97,7 +97,7 @@ namespace dxvk {
|
||||
|
||||
Com<D3D11CommandList> CreateCommandList();
|
||||
|
||||
void EmitCsChunk(DxvkCsChunkRef&& chunk) final;
|
||||
void EmitCsChunk(DxvkCsChunkRef&& chunk);
|
||||
|
||||
auto FindMapEntry(ID3D11Resource* pResource, UINT Subresource) {
|
||||
return std::find_if(m_mappedResources.rbegin(), m_mappedResources.rend(),
|
||||
|
@ -17,40 +17,40 @@ namespace dxvk {
|
||||
const Rc<DxvkDevice>& Device);
|
||||
~D3D11ImmediateContext();
|
||||
|
||||
ULONG STDMETHODCALLTYPE AddRef() final;
|
||||
ULONG STDMETHODCALLTYPE AddRef();
|
||||
|
||||
ULONG STDMETHODCALLTYPE Release() final;
|
||||
ULONG STDMETHODCALLTYPE Release();
|
||||
|
||||
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType() final;
|
||||
D3D11_DEVICE_CONTEXT_TYPE STDMETHODCALLTYPE GetType();
|
||||
|
||||
UINT STDMETHODCALLTYPE GetContextFlags() final;
|
||||
UINT STDMETHODCALLTYPE GetContextFlags();
|
||||
|
||||
HRESULT STDMETHODCALLTYPE GetData(
|
||||
ID3D11Asynchronous* pAsync,
|
||||
void* pData,
|
||||
UINT DataSize,
|
||||
UINT GetDataFlags) final;
|
||||
UINT GetDataFlags);
|
||||
|
||||
void STDMETHODCALLTYPE Flush() final;
|
||||
void STDMETHODCALLTYPE Flush();
|
||||
|
||||
void STDMETHODCALLTYPE ExecuteCommandList(
|
||||
ID3D11CommandList* pCommandList,
|
||||
BOOL RestoreContextState) final;
|
||||
BOOL RestoreContextState);
|
||||
|
||||
HRESULT STDMETHODCALLTYPE FinishCommandList(
|
||||
BOOL RestoreDeferredContextState,
|
||||
ID3D11CommandList **ppCommandList) final;
|
||||
ID3D11CommandList **ppCommandList);
|
||||
|
||||
HRESULT STDMETHODCALLTYPE Map(
|
||||
ID3D11Resource* pResource,
|
||||
UINT Subresource,
|
||||
D3D11_MAP MapType,
|
||||
UINT MapFlags,
|
||||
D3D11_MAPPED_SUBRESOURCE* pMappedResource) final;
|
||||
D3D11_MAPPED_SUBRESOURCE* pMappedResource);
|
||||
|
||||
void STDMETHODCALLTYPE Unmap(
|
||||
ID3D11Resource* pResource,
|
||||
UINT Subresource) final;
|
||||
UINT Subresource);
|
||||
|
||||
void STDMETHODCALLTYPE CopySubresourceRegion(
|
||||
ID3D11Resource* pDstResource,
|
||||
@ -60,7 +60,7 @@ namespace dxvk {
|
||||
UINT DstZ,
|
||||
ID3D11Resource* pSrcResource,
|
||||
UINT SrcSubresource,
|
||||
const D3D11_BOX* pSrcBox) final;
|
||||
const D3D11_BOX* pSrcBox);
|
||||
|
||||
void STDMETHODCALLTYPE CopySubresourceRegion1(
|
||||
ID3D11Resource* pDstResource,
|
||||
@ -71,14 +71,14 @@ namespace dxvk {
|
||||
ID3D11Resource* pSrcResource,
|
||||
UINT SrcSubresource,
|
||||
const D3D11_BOX* pSrcBox,
|
||||
UINT CopyFlags) final;
|
||||
UINT CopyFlags);
|
||||
|
||||
void STDMETHODCALLTYPE CopyResource(
|
||||
ID3D11Resource* pDstResource,
|
||||
ID3D11Resource* pSrcResource) final;
|
||||
ID3D11Resource* pSrcResource);
|
||||
|
||||
void STDMETHODCALLTYPE GenerateMips(
|
||||
ID3D11ShaderResourceView* pShaderResourceView) final;
|
||||
ID3D11ShaderResourceView* pShaderResourceView);
|
||||
|
||||
void STDMETHODCALLTYPE UpdateSubresource(
|
||||
ID3D11Resource* pDstResource,
|
||||
@ -86,7 +86,7 @@ namespace dxvk {
|
||||
const D3D11_BOX* pDstBox,
|
||||
const void* pSrcData,
|
||||
UINT SrcRowPitch,
|
||||
UINT SrcDepthPitch) final;
|
||||
UINT SrcDepthPitch);
|
||||
|
||||
void STDMETHODCALLTYPE UpdateSubresource1(
|
||||
ID3D11Resource* pDstResource,
|
||||
@ -95,19 +95,19 @@ namespace dxvk {
|
||||
const void* pSrcData,
|
||||
UINT SrcRowPitch,
|
||||
UINT SrcDepthPitch,
|
||||
UINT CopyFlags) final;
|
||||
UINT CopyFlags);
|
||||
|
||||
void STDMETHODCALLTYPE ResolveSubresource(
|
||||
ID3D11Resource* pDstResource,
|
||||
UINT DstSubresource,
|
||||
ID3D11Resource* pSrcResource,
|
||||
UINT SrcSubresource,
|
||||
DXGI_FORMAT Format) final;
|
||||
DXGI_FORMAT Format);
|
||||
|
||||
void STDMETHODCALLTYPE OMSetRenderTargets(
|
||||
UINT NumViews,
|
||||
ID3D11RenderTargetView* const* ppRenderTargetViews,
|
||||
ID3D11DepthStencilView* pDepthStencilView) final;
|
||||
ID3D11DepthStencilView* pDepthStencilView);
|
||||
|
||||
void STDMETHODCALLTYPE OMSetRenderTargetsAndUnorderedAccessViews(
|
||||
UINT NumRTVs,
|
||||
@ -116,7 +116,7 @@ namespace dxvk {
|
||||
UINT UAVStartSlot,
|
||||
UINT NumUAVs,
|
||||
ID3D11UnorderedAccessView* const* ppUnorderedAccessViews,
|
||||
const UINT* pUAVInitialCounts) final;
|
||||
const UINT* pUAVInitialCounts);
|
||||
|
||||
void SynchronizeCsThread();
|
||||
|
||||
@ -151,7 +151,7 @@ namespace dxvk {
|
||||
const Rc<DxvkResource>& Resource,
|
||||
UINT MapFlags);
|
||||
|
||||
void EmitCsChunk(DxvkCsChunkRef&& chunk) final;
|
||||
void EmitCsChunk(DxvkCsChunkRef&& chunk);
|
||||
|
||||
void FlushImplicit();
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user