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Squash MSVC warnings
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@@ -369,7 +369,7 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
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{
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D3D11GraphicsBufferD* cbuf = static_cast<D3D11GraphicsBufferD*>(m_vbuf);
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ID3D11Buffer* buf[] = {cbuf->m_bufs[b].Get()};
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UINT strides[] = {cbuf->m_stride};
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UINT strides[] = {UINT(cbuf->m_stride)};
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UINT offsets[] = {0};
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ctx->IASetVertexBuffers(0, 1, buf, strides, offsets);
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}
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@@ -377,7 +377,7 @@ struct D3D11ShaderDataBinding : IShaderDataBinding
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{
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D3D11GraphicsBufferS* cbuf = static_cast<D3D11GraphicsBufferS*>(m_vbuf);
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ID3D11Buffer* buf[] = {cbuf->m_buf.Get()};
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UINT strides[] = {cbuf->m_stride};
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UINT strides[] = {UINT(cbuf->m_stride)};
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UINT offsets[] = {0};
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ctx->IASetVertexBuffers(0, 1, buf, strides, offsets);
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}
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@@ -573,7 +573,7 @@ struct D3D11CommandQueue : IGraphicsCommandQueue
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void setViewport(const SWindowRect& rect)
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{
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D3D11_VIEWPORT vp = {rect.location[0], rect.location[1], rect.size[0], rect.size[1], 0.0, 1.0};
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D3D11_VIEWPORT vp = {FLOAT(rect.location[0]), FLOAT(rect.location[1]), FLOAT(rect.size[0]), FLOAT(rect.size[1]), 0.0, 1.0};
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m_deferredCtx->RSSetViewports(1, &vp);
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}
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