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DX11 plugin: Use a better mechanism to load vertex and index buffers; prevent a potential bug where triangles, lines, and points could fight over the same buffers
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6292 8ced0084-cf51-0410-be5f-012b33b47a6e
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2 changed files with 97 additions and 97 deletions
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@ -22,6 +22,7 @@
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#include "VertexLoader.h"
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#include "VertexManagerBase.h"
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#include "D3DBase.h"
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namespace DX11
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{
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@ -33,9 +34,21 @@ public:
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~VertexManager();
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private:
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void Draw(u32 stride, bool alphapass);
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void CreateDeviceObjects();
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void DestroyDeviceObjects();
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void LoadBuffers();
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void Draw(UINT stride, bool alphapass);
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// temp
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void vFlush();
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UINT m_indexBufferCursor;
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UINT m_vertexBufferCursor;
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UINT m_vertexDrawOffset;
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UINT m_triangleDrawIndex;
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UINT m_lineDrawIndex;
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UINT m_pointDrawIndex;
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ID3D11Buffer* m_indexBuffer;
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ID3D11Buffer* m_vertexBuffer;
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};
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} // namespace
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