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@@ -292,6 +292,10 @@ HL_PRIM void HL_NAME(draw_indexed)( int count, int start, int baseVertex ) {
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driver->context->DrawIndexed(count,start,baseVertex);
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driver->context->DrawIndexed(count,start,baseVertex);
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}
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}
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+HL_PRIM void HL_NAME(draw_indexed_instanced_indirect)( dx_resource *r, int offset ) {
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+ driver->context->DrawIndexedInstancedIndirect((ID3D11Buffer*)r, (UINT)offset);
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+}
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+
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HL_PRIM void HL_NAME(vs_set_shader)( dx_pointer *s ) {
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HL_PRIM void HL_NAME(vs_set_shader)( dx_pointer *s ) {
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driver->context->VSSetShader((ID3D11VertexShader*)s,NULL,0);
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driver->context->VSSetShader((ID3D11VertexShader*)s,NULL,0);
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}
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}
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@@ -459,6 +463,7 @@ DEFINE_PRIM(_BYTES, disassemble_shader, _BYTES _I32 _I32 _BYTES _REF(_I32));
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DEFINE_PRIM(_POINTER, create_vertex_shader, _BYTES _I32);
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DEFINE_PRIM(_POINTER, create_vertex_shader, _BYTES _I32);
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DEFINE_PRIM(_POINTER, create_pixel_shader, _BYTES _I32);
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DEFINE_PRIM(_POINTER, create_pixel_shader, _BYTES _I32);
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DEFINE_PRIM(_VOID, draw_indexed, _I32 _I32 _I32);
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DEFINE_PRIM(_VOID, draw_indexed, _I32 _I32 _I32);
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+DEFINE_PRIM(_VOID, draw_indexed_instanced_indirect, _RESOURCE _I32);
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DEFINE_PRIM(_VOID, vs_set_shader, _POINTER);
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DEFINE_PRIM(_VOID, vs_set_shader, _POINTER);
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DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
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DEFINE_PRIM(_VOID, vs_set_constant_buffers, _I32 _I32 _REF(_RESOURCE));
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DEFINE_PRIM(_VOID, ps_set_shader, _POINTER);
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DEFINE_PRIM(_VOID, ps_set_shader, _POINTER);
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