D3DState: Always update the m_pending members in the setters.
Fixes unintentional behaviour when a setter is called twice before the state is applied.
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68a4cc6b72
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@ -113,52 +113,42 @@ public:
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void SetTexture(u32 index, ID3D11ShaderResourceView* texture)
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{
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if (m_current.textures[index] != texture)
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{
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m_dirtyFlags |= DirtyFlag_Texture0 << index;
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m_pending.textures[index] = texture;
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}
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m_pending.textures[index] = texture;
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}
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void SetSampler(u32 index, ID3D11SamplerState* sampler)
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{
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if (m_current.samplers[index] != sampler)
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{
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m_dirtyFlags |= DirtyFlag_Sampler0 << index;
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m_pending.samplers[index] = sampler;
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}
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m_pending.samplers[index] = sampler;
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}
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void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
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{
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if (m_current.pixelConstants[0] != buffer0)
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{
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if (m_current.pixelConstants[0] != buffer0 || m_current.pixelConstants[1] != buffer1)
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m_dirtyFlags |= DirtyFlag_PixelConstants;
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m_pending.pixelConstants[0] = buffer0;
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}
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if (m_current.pixelConstants[1] != buffer1)
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{
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m_dirtyFlags |= DirtyFlag_PixelConstants;
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m_pending.pixelConstants[1] = buffer1;
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}
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m_pending.pixelConstants[0] = buffer0;
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m_pending.pixelConstants[1] = buffer1;
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}
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void SetVertexConstants(ID3D11Buffer* buffer)
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{
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if (m_current.vertexConstants != buffer)
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{
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m_dirtyFlags |= DirtyFlag_VertexConstants;
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m_pending.vertexConstants = buffer;
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}
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m_pending.vertexConstants = buffer;
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}
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void SetGeometryConstants(ID3D11Buffer* buffer)
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{
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if (m_current.geometryConstants != buffer)
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{
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m_dirtyFlags |= DirtyFlag_GeometryConstants;
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m_pending.geometryConstants = buffer;
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}
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m_pending.geometryConstants = buffer;
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}
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void SetVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
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@ -166,48 +156,43 @@ public:
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if (m_current.vertexBuffer != buffer ||
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m_current.vertexBufferStride != stride ||
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m_current.vertexBufferOffset != offset)
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{
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m_dirtyFlags |= DirtyFlag_VertexBuffer;
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m_pending.vertexBuffer = buffer;
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m_pending.vertexBufferStride = stride;
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m_pending.vertexBufferOffset = offset;
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}
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m_pending.vertexBuffer = buffer;
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m_pending.vertexBufferStride = stride;
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m_pending.vertexBufferOffset = offset;
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}
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void SetIndexBuffer(ID3D11Buffer* buffer)
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{
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if (m_current.indexBuffer != buffer)
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{
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m_dirtyFlags |= DirtyFlag_IndexBuffer;
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m_pending.indexBuffer = buffer;
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}
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m_pending.indexBuffer = buffer;
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}
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void SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
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{
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if (m_current.topology != topology)
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{
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m_dirtyFlags |= DirtyFlag_InputAssembler;
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m_pending.topology = topology;
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}
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m_pending.topology = topology;
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}
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void SetInputLayout(ID3D11InputLayout* layout)
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{
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if (m_current.inputLayout != layout)
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{
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m_dirtyFlags |= DirtyFlag_InputAssembler;
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m_pending.inputLayout = layout;
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}
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m_pending.inputLayout = layout;
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}
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void SetPixelShader(ID3D11PixelShader* shader)
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{
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if (m_current.pixelShader != shader)
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{
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m_dirtyFlags |= DirtyFlag_PixelShader;
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m_pending.pixelShader = shader;
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}
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m_pending.pixelShader = shader;
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}
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void SetPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount)
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@ -219,19 +204,17 @@ public:
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void SetVertexShader(ID3D11VertexShader* shader)
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{
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if (m_current.vertexShader != shader)
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{
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m_dirtyFlags |= DirtyFlag_VertexShader;
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m_pending.vertexShader = shader;
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}
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m_pending.vertexShader = shader;
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}
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void SetGeometryShader(ID3D11GeometryShader* shader)
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{
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if (m_current.geometryShader != shader)
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{
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m_dirtyFlags |= DirtyFlag_GeometryShader;
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m_pending.geometryShader = shader;
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}
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m_pending.geometryShader = shader;
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}
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// call this immediately before any drawing operation or to explicitly apply pending resource state changes
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