mirror of https://github.com/AxioDL/boo.git
Flush out state for offset uniform bindings
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@ -660,6 +660,7 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
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if (m_ubufFirstConsts)
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{
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ID3D11Buffer* constBufs[8] = {};
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ctx->VSSetConstantBuffers(0, m_ubufCount, constBufs);
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for (int i=0 ; i<8 && i<m_ubufCount ; ++i)
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{
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if (m_pubufs && m_pubufs[i])
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@ -680,6 +681,7 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
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if (m_pubufs)
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{
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ID3D11Buffer* constBufs[8] = {};
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ctx->PSSetConstantBuffers(0, m_ubufCount, constBufs);
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for (int i=0 ; i<8 && i<m_ubufCount ; ++i)
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{
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if (!m_pubufs[i])
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