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D3D11: Fix build issue in Release mode. Triangle fan workaround.
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07c88ef2b0
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3 files changed
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-7
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@@ -567,6 +567,7 @@ void FramebufferManagerCommon::NotifyRenderFramebufferSwitched(VirtualFramebuffe
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textureCache_->ForgetLastTexture();
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if (useBufferedRendering_) {
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if (vfb->fbo) {
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draw_->BindFramebufferAsRenderTarget(vfb->fbo);
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} else {
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@@ -587,8 +587,6 @@ void DrawEngineD3D11::DoFlush() {
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if (useHWTransform) {
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ID3D11Buffer *vb_ = nullptr;
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ID3D11Buffer *ib_ = nullptr;
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if (prim == GE_PRIM_TRIANGLE_FAN)
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Crash();
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int vertexCount = 0;
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int maxIndex = 0;
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@@ -676,7 +674,7 @@ void DrawEngineD3D11::DoFlush() {
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vai->prim = indexGen.Prim();
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vai->maxIndex = indexGen.MaxIndex();
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vai->flags = gstate_c.vertexFullAlpha ? VAI11_FLAG_VERTEXFULLALPHA : 0;
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useElements = !indexGen.SeenOnlyPurePrims();
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useElements = !indexGen.SeenOnlyPurePrims() || prim == GE_PRIM_TRIANGLE_FAN;
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if (!useElements && indexGen.PureCount()) {
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vai->numVerts = indexGen.PureCount();
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}
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@@ -747,7 +745,7 @@ void DrawEngineD3D11::DoFlush() {
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DecodeVerts();
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rotateVBO:
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gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
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useElements = !indexGen.SeenOnlyPurePrims();
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useElements = !indexGen.SeenOnlyPurePrims() || prim == GE_PRIM_TRIANGLE_FAN;
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vertexCount = indexGen.VertexCount();
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maxIndex = indexGen.MaxIndex();
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if (!useElements && indexGen.PureCount()) {
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@@ -120,12 +120,10 @@ void D3D11Context::Shutdown() {
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d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_CORRUPTION, false);
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d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_ERROR, false);
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d3dInfoQueue_->SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY_WARNING, false);
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#endif
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#ifdef _DEBUG
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d3dDebug_->ReportLiveDeviceObjects(D3D11_RLDO_SUMMARY | D3D11_RLDO_DETAIL);
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#endif
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d3dDebug_->Release();
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d3dInfoQueue_->Release();
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#endif
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context_->Release();
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context_ = nullptr;
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