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Windows build fixes and warning avoidance
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@@ -99,7 +99,7 @@ boo::ObjToken<boo::IShaderPipeline> CFluidPlaneShader::Cache::GetOrBuildShader(c
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if (CGraphics::g_BooFactory == nullptr)
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return nullptr;
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CGraphicsCommitResources(
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CGraphics::CommitResources(
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[&](boo::IGraphicsDataFactory::Context& ctx)
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{
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switch (ctx.platform())
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@@ -111,8 +111,7 @@ boo::ObjToken<boo::IShaderPipeline> CFluidPlaneShader::Cache::GetOrBuildShader(c
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#endif
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#if _WIN32
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case boo::IGraphicsDataFactory::Platform::D3D11:
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case boo::IGraphicsDataFactory::Platform::D3D12:
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slot = BuildShader(static_cast<boo::ID3DDataFactory::Context&>(ctx), info);
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slot = BuildShader(static_cast<boo::D3DDataFactory::Context&>(ctx), info);
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break;
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#endif
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#if BOO_HAS_METAL
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@@ -128,7 +127,7 @@ boo::ObjToken<boo::IShaderPipeline> CFluidPlaneShader::Cache::GetOrBuildShader(c
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default: break;
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}
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return true;
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});
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} BooTrace);
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return slot;
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}
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@@ -148,7 +147,7 @@ void CFluidPlaneShader::Cache::Clear()
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void CFluidPlaneShader::PrepareBinding(const boo::ObjToken<boo::IShaderPipeline>& pipeline, u32 maxVertCount, bool door)
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{
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CGraphicsCommitResources(
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CGraphics::CommitResources(
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[&](boo::IGraphicsDataFactory::Context& ctx)
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{
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m_vbo = ctx.newDynamicBuffer(boo::BufferUse::Vertex, sizeof(Vertex), maxVertCount);
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@@ -163,8 +162,7 @@ void CFluidPlaneShader::PrepareBinding(const boo::ObjToken<boo::IShaderPipeline>
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#endif
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#if _WIN32
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case boo::IGraphicsDataFactory::Platform::D3D11:
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case boo::IGraphicsDataFactory::Platform::D3D12:
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m_dataBind = BuildBinding(static_cast<boo::ID3DDataFactory::Context&>(ctx), pipeline, door);
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m_dataBind = BuildBinding(static_cast<boo::D3DDataFactory::Context&>(ctx), pipeline, door);
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break;
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#endif
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#if BOO_HAS_METAL
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@@ -180,7 +178,7 @@ void CFluidPlaneShader::PrepareBinding(const boo::ObjToken<boo::IShaderPipeline>
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default: break;
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}
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return true;
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});
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} BooTrace);
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}
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void CFluidPlaneShader::Shutdown()
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@@ -195,8 +193,7 @@ void CFluidPlaneShader::Shutdown()
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#endif
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#if _WIN32
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case boo::IGraphicsDataFactory::Platform::D3D11:
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case boo::IGraphicsDataFactory::Platform::D3D12:
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CFluidPlaneShader::_Shutdown<boo::ID3DDataFactory>();
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CFluidPlaneShader::_Shutdown<boo::D3DDataFactory>();
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break;
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#endif
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#if BOO_HAS_METAL
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