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D3D11: Fix some fallout from my previous fixes
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@@ -143,9 +143,8 @@ void DrawEngineD3D11::DeviceRestore(Draw::DrawContext *draw) {
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}
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void DrawEngineD3D11::ClearInputLayoutMap() {
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inputLayoutMap_.Iterate([&](const InputLayoutKey &key, ComPtr<ID3D11InputLayout> il) {
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if (il)
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il.Reset();
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inputLayoutMap_.Iterate([&](const InputLayoutKey &key, ID3D11InputLayout *il) {
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il->Release();
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});
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inputLayoutMap_.Clear();
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}
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@@ -324,14 +323,14 @@ void DrawEngineD3D11::Flush() {
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D3D11VertexShader *vshader;
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D3D11FragmentShader *fshader;
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shaderManager_->GetShaders(prim, dec_->VertexType(), &vshader, &fshader, pipelineState_, useHWTransform, useHWTessellation_, decOptions_.expandAllWeightsToFloat, applySkinInDecode_);
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ComPtr<ID3D11InputLayout> inputLayout;
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ID3D11InputLayout *inputLayout;
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SetupDecFmtForDraw(vshader, dec_->GetDecVtxFmt(), dec_->VertexType(), &inputLayout);
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context_->PSSetShader(fshader->GetShader(), nullptr, 0);
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context_->VSSetShader(vshader->GetShader(), nullptr, 0);
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shaderManager_->UpdateUniforms(framebufferManager_->UseBufferedRendering());
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shaderManager_->BindUniforms();
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context_->IASetInputLayout(inputLayout.Get());
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context_->IASetInputLayout(inputLayout);
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UINT stride = dec_->GetDecVtxFmt().stride;
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context_->IASetPrimitiveTopology(d3d11prim[prim]);
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