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@@ -338,8 +338,8 @@ namespace bgfx
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memset(m_sampler, 0, sizeof(m_sampler) );
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}
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- ID3D11ShaderResourceView* m_srv[BGFX_STATE_TEX_COUNT];
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- ID3D11SamplerState* m_sampler[BGFX_STATE_TEX_COUNT];
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+ ID3D11ShaderResourceView* m_srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
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+ ID3D11SamplerState* m_sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS];
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};
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static const GUID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, { 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 } };
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@@ -1479,8 +1479,8 @@ namespace bgfx
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void commitTextureStage()
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{
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- m_deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_srv);
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- m_deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, m_textureStage.m_sampler);
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+ m_deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_srv);
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+ m_deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, m_textureStage.m_sampler);
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}
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void invalidateTextureStage()
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@@ -2573,13 +2573,13 @@ namespace bgfx
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{
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wasCompute = true;
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- ID3D11ShaderResourceView* srv[BGFX_STATE_TEX_COUNT] = {};
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- deviceCtx->VSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
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- deviceCtx->PSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
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+ ID3D11ShaderResourceView* srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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+ deviceCtx->VSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
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+ deviceCtx->PSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
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- ID3D11SamplerState* sampler[BGFX_STATE_TEX_COUNT] = {};
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- deviceCtx->VSSetSamplers(0, BGFX_STATE_TEX_COUNT, sampler);
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- deviceCtx->PSSetSamplers(0, BGFX_STATE_TEX_COUNT, sampler);
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+ ID3D11SamplerState* sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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+ deviceCtx->VSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, sampler);
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+ deviceCtx->PSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, sampler);
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}
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const RenderCompute& compute = renderItem.compute;
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@@ -2624,7 +2624,7 @@ namespace bgfx
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ID3D11UnorderedAccessView* uav[BGFX_MAX_COMPUTE_BINDINGS] = {};
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ID3D11ShaderResourceView* srv[BGFX_MAX_COMPUTE_BINDINGS] = {};
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- ID3D11SamplerState* sampler[BGFX_STATE_TEX_COUNT] = {};
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+ ID3D11SamplerState* sampler[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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for (uint32_t ii = 0; ii < BGFX_MAX_COMPUTE_BINDINGS; ++ii)
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{
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@@ -2676,14 +2676,14 @@ namespace bgfx
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deviceCtx->CSSetShader(NULL, NULL, 0);
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- ID3D11UnorderedAccessView* uav[BGFX_STATE_TEX_COUNT] = {};
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- deviceCtx->CSSetUnorderedAccessViews(0, BGFX_STATE_TEX_COUNT, uav, NULL);
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+ ID3D11UnorderedAccessView* uav[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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+ deviceCtx->CSSetUnorderedAccessViews(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, uav, NULL);
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- ID3D11ShaderResourceView* srv[BGFX_STATE_TEX_COUNT] = {};
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- deviceCtx->CSSetShaderResources(0, BGFX_STATE_TEX_COUNT, srv);
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+ ID3D11ShaderResourceView* srv[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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+ deviceCtx->CSSetShaderResources(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, srv);
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- ID3D11SamplerState* samplers[BGFX_STATE_TEX_COUNT] = {};
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- m_deviceCtx->CSSetSamplers(0, BGFX_STATE_TEX_COUNT, samplers);
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+ ID3D11SamplerState* samplers[BGFX_CONFIG_MAX_TEXTURE_SAMPLERS] = {};
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+ m_deviceCtx->CSSetSamplers(0, BGFX_CONFIG_MAX_TEXTURE_SAMPLERS, samplers);
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}
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const RenderDraw& draw = renderItem.draw;
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@@ -2982,7 +2982,7 @@ namespace bgfx
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{
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uint32_t changes = 0;
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- for (uint32_t stage = 0; stage < BGFX_STATE_TEX_COUNT; ++stage)
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+ for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
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{
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const Sampler& sampler = draw.m_sampler[stage];
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Sampler& current = currentState.m_sampler[stage];
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