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https://github.com/AxioDL/boo.git
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Various fixes
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@@ -141,7 +141,7 @@ public:
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}
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};
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const IGraphicsBufferS*
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IGraphicsBufferS*
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D3D12DataFactory::newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count)
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{
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D3D12GraphicsBufferS* retval = new D3D12GraphicsBufferS(use, m_ctx, data, stride, count);
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@@ -246,7 +246,7 @@ public:
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}
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};
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const ITextureS*
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ITextureS*
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D3D12DataFactory::newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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const void* data, size_t sz)
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{
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@@ -360,7 +360,7 @@ public:
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D3D12ShaderPipeline(const D3D12ShaderPipeline&) = delete;
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};
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const IShaderPipeline* D3D12DataFactory::newShaderPipeline
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IShaderPipeline* D3D12DataFactory::newShaderPipeline
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(const char* vertSource, const char* fragSource,
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ComPtr<ID3DBlob>& vertBlobOut, ComPtr<ID3DBlob>& fragBlobOut,
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const IVertexFormat* vtxFmt,
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@@ -520,7 +520,7 @@ struct D3D12ShaderDataBinding : IShaderDataBinding
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}
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};
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const IShaderDataBinding*
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IShaderDataBinding*
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D3D12DataFactory::newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbuf, IGraphicsBuffer* ibuf,
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@@ -800,7 +800,7 @@ D3D12DataFactory::newDynamicTexture(size_t width, size_t height, TextureFormat f
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return retval;
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}
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const IVertexFormat* D3D12DataFactory::newVertexFormat
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IVertexFormat* D3D12DataFactory::newVertexFormat
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(size_t elementCount, const VertexElementDescriptor* elements)
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{
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D3D12CommandQueue* q = static_cast<D3D12CommandQueue*>(m_parent->getCommandQueue());
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