cleanup
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f3ca533817
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@ -1893,57 +1893,6 @@ void gpu_dispatch(struct gpu_dispatch_state gpu_dispatch_state, struct gpu_dispa
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}
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}
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}
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}
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/* Finalize */
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#if 0
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vp_matrix = calculate_vp(XFORM_IDENT, viewport.width, viewport.height);
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{
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__profscope(Finalize);
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__profscope_dx11(G.profiling_ctx, Finalize, RGB_F(0.5, 0.2, 0.5));
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struct dx11_shader *shader = &G.shaders[DX11_SHADER_KIND_TEXTURE];
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if (shader->valid) {
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struct dx11_texture *texture = NULL;
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struct dx11_buffer *instance_buffer = store->buffers.texture.instance_buffer;
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u32 instance_offset = cmd->texture.instance_offset;
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u32 instance_count = cmd->texture.instance_count;
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/* Bind shader */
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ID3D11DeviceContext_VSSetShader(G.devcon, shader->vs, 0, 0);
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ID3D11DeviceContext_PSSetShader(G.devcon, shader->ps, 0, 0);
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/* Fill & bind constant buffer */
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{
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struct dx11_texture_uniform *uniform = dx11_buffer_push(constant_buffer, sizeof(struct dx11_texture_uniform));
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uniform->vp = vp_matrix;
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uniform->instance_offset = instance_offset;
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dx11_buffer_submit(constant_buffer);
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}
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ID3D11DeviceContext_VSSetConstantBuffers(G.devcon, 0, 1, &constant_buffer->gpu_buffer);
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ID3D11DeviceContext_PSSetConstantBuffers(G.devcon, 0, 1, &constant_buffer->gpu_buffer);
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/* Bind dummy vertex buffer */
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u32 zero = 0;
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ID3D11DeviceContext_IASetVertexBuffers(G.devcon, 0, 1, &G.dummy_vertex_buffer->gpu_buffer, &zero, &zero);
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ID3D11DeviceContext_IASetIndexBuffer(G.devcon, G.quad_index_buffer->gpu_buffer, DXGI_FORMAT_R16_UINT, zero);
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/* Bind SRVs */
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ID3D11ShaderResourceView *srvs[] = { instance_buffer->srv, texture->srv };
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ID3D11DeviceContext_VSSetShaderResources(G.devcon, 0, ARRAY_COUNT(srvs), srvs);
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ID3D11DeviceContext_PSSetShaderResources(G.devcon, 0, ARRAY_COUNT(srvs), srvs);
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/* Bind RTVs */
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ID3D11RenderTargetView *rtvs[] = { final_tex->rtv };
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ID3D11DeviceContext_OMSetRenderTargets(G.devcon, ARRAY_COUNT(rtvs), rtvs, NULL);
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/* Draw */
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ID3D11DeviceContext_IASetPrimitiveTopology(G.devcon, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ID3D11DeviceContext_DrawIndexedInstanced(G.devcon, 6, instance_count, 0, 0, 0);
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/* Unbind */
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dx11_unbind(DX11_UNBIND_VS | DX11_UNBIND_PS | DX11_UNBIND_CBUFF | DX11_UNBIND_VBUFF | DX11_UNBIND_IBUFF | DX11_UNBIND_SRV | DX11_UNBIND_RTV);
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}
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#endif
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sprite_scope_end(sprite_scope);
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sprite_scope_end(sprite_scope);
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}
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}
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