forked from MoonsideGames/Refresh
BindVertexSamplers
parent
ce7cca2eba
commit
597b8dcef3
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@ -1821,7 +1821,32 @@ static void D3D11_BindVertexSamplers(
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Refresh_Texture **pTextures,
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Refresh_Texture **pTextures,
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Refresh_Sampler **pSamplers
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Refresh_Sampler **pSamplers
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) {
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer;
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ID3D11ShaderResourceView* srvs[MAX_VERTEXTEXTURE_SAMPLERS];
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ID3D11SamplerState* d3d11Samplers[MAX_VERTEXTEXTURE_SAMPLERS];
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int32_t numVertexSamplers = d3d11CommandBuffer->graphicsPipeline->numVertexSamplers;
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for (int32_t i = 0; i < numVertexSamplers; i += 1)
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{
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srvs[i] = ((D3D11Texture*) pTextures[i])->shaderView;
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d3d11Samplers[i] = ((D3D11Sampler*) pSamplers[i])->handle;
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}
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ID3D11DeviceContext_VSSetShaderResources(
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d3d11CommandBuffer->context,
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0,
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numVertexSamplers,
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srvs
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);
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ID3D11DeviceContext_VSSetSamplers(
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d3d11CommandBuffer->context,
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0,
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numVertexSamplers,
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d3d11Samplers
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);
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}
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}
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static void D3D11_BindFragmentSamplers(
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static void D3D11_BindFragmentSamplers(
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