D3D: Fixed StateManager member function name case

This commit is contained in:
Yuriy O'Donnell 2014-12-06 14:54:06 +01:00
parent 80459c52e9
commit 4392d3cd55
11 changed files with 98 additions and 98 deletions

View file

@ -110,7 +110,7 @@ public:
void PopDepthState();
void PopRasterizerState();
void setTexture(u32 index, ID3D11ShaderResourceView* texture)
void SetTexture(u32 index, ID3D11ShaderResourceView* texture)
{
if (m_current.textures[index] != texture)
{
@ -119,7 +119,7 @@ public:
}
}
void setSampler(u32 index, ID3D11SamplerState* sampler)
void SetSampler(u32 index, ID3D11SamplerState* sampler)
{
if (m_current.samplers[index] != sampler)
{
@ -128,7 +128,7 @@ public:
}
}
void setPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
void SetPixelConstants(ID3D11Buffer* buffer0, ID3D11Buffer* buffer1 = nullptr)
{
if (m_current.pixelConstants[0] != buffer0)
{
@ -143,7 +143,7 @@ public:
}
}
void setVertexConstants(ID3D11Buffer* buffer)
void SetVertexConstants(ID3D11Buffer* buffer)
{
if (m_current.vertexConstants != buffer)
{
@ -152,7 +152,7 @@ public:
}
}
void setGeometryConstants(ID3D11Buffer* buffer)
void SetGeometryConstants(ID3D11Buffer* buffer)
{
if (m_current.geometryConstants != buffer)
{
@ -161,7 +161,7 @@ public:
}
}
void setVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
void SetVertexBuffer(ID3D11Buffer* buffer, u32 stride, u32 offset)
{
if (m_current.vertexBuffer != buffer ||
m_current.vertexBufferStride != stride ||
@ -174,7 +174,7 @@ public:
}
}
void setIndexBuffer(ID3D11Buffer* buffer)
void SetIndexBuffer(ID3D11Buffer* buffer)
{
if (m_current.indexBuffer != buffer)
{
@ -183,7 +183,7 @@ public:
}
}
void setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
void SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY topology)
{
if (m_current.topology != topology)
{
@ -192,7 +192,7 @@ public:
}
}
void setInputLayout(ID3D11InputLayout* layout)
void SetInputLayout(ID3D11InputLayout* layout)
{
if (m_current.inputLayout != layout)
{
@ -201,7 +201,7 @@ public:
}
}
void setPixelShader(ID3D11PixelShader* shader)
void SetPixelShader(ID3D11PixelShader* shader)
{
if (m_current.pixelShader != shader)
{
@ -210,13 +210,13 @@ public:
}
}
void setPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount)
void SetPixelShaderDynamic(ID3D11PixelShader* shader, ID3D11ClassInstance * const * classInstances, u32 classInstancesCount)
{
D3D::context->PSSetShader(shader, classInstances, classInstancesCount);
m_pending.pixelShader = shader;
}
void setVertexShader(ID3D11VertexShader* shader)
void SetVertexShader(ID3D11VertexShader* shader)
{
if (m_current.vertexShader != shader)
{
@ -225,7 +225,7 @@ public:
}
}
void setGeometryShader(ID3D11GeometryShader* shader)
void SetGeometryShader(ID3D11GeometryShader* shader)
{
if (m_current.geometryShader != shader)
{

View file

@ -347,12 +347,12 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
D3D::stateman->PushBlendState(m_blendstate);
D3D::stateman->PushRasterizerState(m_raststate);
D3D::stateman->setPixelShader(m_pshader);
D3D::stateman->setVertexShader(m_vshader);
D3D::stateman->SetPixelShader(m_pshader);
D3D::stateman->SetVertexShader(m_vshader);
D3D::stateman->setInputLayout(m_InputLayout);
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::stateman->setTexture(0, m_pTexture);
D3D::stateman->SetInputLayout(m_InputLayout);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D::stateman->SetTexture(0, m_pTexture);
float fStartX = sx;
for (char c : text)
@ -391,7 +391,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
{
context->Unmap(m_pVB, 0);
D3D::stateman->setVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->Apply();
D3D::context->Draw(3 * dwNumTriangles, 0);
@ -409,7 +409,7 @@ int CD3DFont::DrawTextScaled(float x, float y, float size, float spacing, u32 dw
context->Unmap(m_pVB, 0);
if (dwNumTriangles > 0)
{
D3D::stateman->setVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->SetVertexBuffer(m_pVB, stride, bufoffset);
D3D::stateman->Apply();
D3D::context->Draw(3 * dwNumTriangles, 0);
@ -497,12 +497,12 @@ void ShutdownUtils()
void SetPointCopySampler()
{
D3D::stateman->setSampler(0, point_copy_sampler);
D3D::stateman->SetSampler(0, point_copy_sampler);
}
void SetLinearCopySampler()
{
D3D::stateman->setSampler(0, linear_copy_sampler);
D3D::stateman->SetSampler(0, linear_copy_sampler);
}
void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
@ -546,17 +546,17 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
UINT stride = sizeof(STQVertex);
UINT offset = 0;
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->setInputLayout(layout);
D3D::stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
D3D::stateman->setPixelShader(PShader);
D3D::stateman->setTexture(0, texture);
D3D::stateman->setVertexShader(Vshader);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->SetInputLayout(layout);
D3D::stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
D3D::stateman->SetPixelShader(PShader);
D3D::stateman->SetTexture(0, texture);
D3D::stateman->SetVertexShader(Vshader);
D3D::stateman->Apply();
D3D::context->Draw(4, stq_offset);
D3D::stateman->setTexture(0, nullptr); // immediately unbind the texture
D3D::stateman->SetTexture(0, nullptr); // immediately unbind the texture
D3D::stateman->Apply();
}
@ -604,17 +604,17 @@ void drawShadedTexSubQuad(ID3D11ShaderResourceView* texture,
UINT stride = sizeof(STSQVertex);
UINT offset = 0;
stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->setInputLayout(layout);
stateman->setTexture(0, texture);
stateman->setPixelShader(PShader);
stateman->setVertexShader(Vshader);
stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->SetInputLayout(layout);
stateman->SetTexture(0, texture);
stateman->SetPixelShader(PShader);
stateman->SetVertexShader(Vshader);
stateman->Apply();
context->Draw(4, stsq_offset);
stateman->setTexture(0, nullptr); // immediately unbind the texture
stateman->SetTexture(0, nullptr); // immediately unbind the texture
stateman->Apply();
}
@ -644,14 +644,14 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
draw_quad_data.col = Color;
}
stateman->setVertexShader(VertexShaderCache::GetClearVertexShader());
stateman->setPixelShader(PixelShaderCache::GetClearProgram());
stateman->setInputLayout(VertexShaderCache::GetClearInputLayout());
stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
UINT stride = sizeof(ColVertex);
UINT offset = 0;
stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->Apply();
context->Draw(4, cq_offset);
@ -675,14 +675,14 @@ void drawClearQuad(u32 Color, float z, ID3D11PixelShader* PShader, ID3D11VertexS
clear_quad_data.z = z;
}
stateman->setVertexShader(Vshader);
stateman->setPixelShader(PShader);
stateman->setInputLayout(layout);
stateman->SetVertexShader(Vshader);
stateman->SetPixelShader(PShader);
stateman->SetInputLayout(layout);
UINT stride = sizeof(ClearVertex);
UINT offset = 0;
stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->setVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
stateman->SetVertexBuffer(util_vbuf->GetBuffer(), stride, offset);
stateman->Apply();
context->Draw(4, clearq_offset);

View file

@ -224,8 +224,8 @@ bool LineGeometryShader::SetShader(u32 components, float lineWidth,
DEBUG_LOG(VIDEO, "Line params: width %f, texOffset %f, vpWidth %f, vpHeight %f",
lineWidth, texOffset, vpWidth, vpHeight);
D3D::stateman->setGeometryShader(shaderIt->second);
D3D::stateman->setGeometryConstants(m_paramsBuffer);
D3D::stateman->SetGeometryShader(shaderIt->second);
D3D::stateman->SetGeometryConstants(m_paramsBuffer);
return true;
}

View file

@ -138,7 +138,7 @@ void D3DVertexFormat::SetupVertexPointers()
if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
}
DX11::D3D::stateman->setInputLayout(m_layout);
DX11::D3D::stateman->SetInputLayout(m_layout);
}
} // namespace DX11

View file

@ -1083,7 +1083,7 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
if (SetStaticShader(dstFormat, srcFormat, isIntensity, scaleByHalf))
#endif
{
D3D::stateman->setVertexShader(m_vShader);
D3D::stateman->SetVertexShader(m_vShader);
D3D::stateman->PushBlendState(m_efbEncodeBlendState);
D3D::stateman->PushDepthState(m_efbEncodeDepthState);
@ -1092,11 +1092,11 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(cacheLinesPerRow*2), FLOAT(numBlocksY));
D3D::context->RSSetViewports(1, &vp);
D3D::stateman->setInputLayout(m_quadLayout);
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->SetInputLayout(m_quadLayout);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
UINT stride = sizeof(QuadVertex);
UINT offset = 0;
D3D::stateman->setVertexBuffer(m_quad, stride, offset);
D3D::stateman->SetVertexBuffer(m_quad, stride, offset);
EFBRectangle fullSrcRect;
fullSrcRect.left = 0;
@ -1125,10 +1125,10 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
// expecting the blurred edges around multisampled shapes.
FramebufferManager::GetResolvedEFBColorTexture()->GetSRV();
D3D::stateman->setVertexConstants(m_encodeParams);
D3D::stateman->setPixelConstants(m_encodeParams);
D3D::stateman->setTexture(0, pEFB);
D3D::stateman->setSampler(0, m_efbSampler);
D3D::stateman->SetVertexConstants(m_encodeParams);
D3D::stateman->SetPixelConstants(m_encodeParams);
D3D::stateman->SetTexture(0, pEFB);
D3D::stateman->SetSampler(0, m_efbSampler);
// Encode!
@ -1144,13 +1144,13 @@ size_t PSTextureEncoder::Encode(u8* dst, unsigned int dstFormat,
D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
D3D::stateman->setSampler(0, nullptr);
D3D::stateman->setTexture(0, nullptr);
D3D::stateman->setPixelConstants(nullptr);
D3D::stateman->setVertexConstants(nullptr);
D3D::stateman->SetSampler(0, nullptr);
D3D::stateman->SetTexture(0, nullptr);
D3D::stateman->SetPixelConstants(nullptr);
D3D::stateman->SetVertexConstants(nullptr);
D3D::stateman->setPixelShader(nullptr);
D3D::stateman->setVertexBuffer(nullptr, 0, 0);
D3D::stateman->SetPixelShader(nullptr);
D3D::stateman->SetVertexBuffer(nullptr, 0, 0);
D3D::stateman->PopRasterizerState();
D3D::stateman->PopDepthState();
@ -1272,7 +1272,7 @@ bool PSTextureEncoder::SetStaticShader(unsigned int dstFormat, PEControl::PixelF
{
if (it->second)
{
D3D::stateman->setPixelShader(it->second);
D3D::stateman->SetPixelShader(it->second);
return true;
}
else
@ -1432,7 +1432,7 @@ bool PSTextureEncoder::SetDynamicShader(unsigned int dstFormat,
if (m_generatorSlot != UINT(-1))
m_linkageArray[m_generatorSlot] = m_generatorClass[generatorNum];
D3D::stateman->setPixelShaderDynamic(m_dynamicShader,
D3D::stateman->SetPixelShaderDynamic(m_dynamicShader,
m_linkageArray.empty() ? nullptr : &m_linkageArray[0],
(UINT)m_linkageArray.size());

View file

@ -218,8 +218,8 @@ bool PointGeometryShader::SetShader(u32 components, float pointSize,
DEBUG_LOG(VIDEO, "Point params: size %f, texOffset %f, vpWidth %f, vpHeight %f",
pointSize, texOffset, vpWidth, vpHeight);
D3D::stateman->setGeometryShader(shaderIt->second);
D3D::stateman->setGeometryConstants(m_paramsBuffer);
D3D::stateman->SetGeometryShader(shaderIt->second);
D3D::stateman->SetGeometryConstants(m_paramsBuffer);
return true;
}

View file

@ -356,7 +356,7 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// depth buffers can only be completely CopySubresourceRegion'ed, so we're using drawShadedTexQuad instead
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, 1.f, 1.f);
D3D::context->RSSetViewports(1, &vp);
D3D::stateman->setPixelConstants(0, access_efb_cbuf);
D3D::stateman->SetPixelConstants(0, access_efb_cbuf);
D3D::context->OMSetRenderTargets(1, &FramebufferManager::GetEFBDepthReadTexture()->GetRTV(), nullptr);
D3D::SetPointCopySampler();
D3D::drawShadedTexQuad(FramebufferManager::GetEFBDepthTexture()->GetSRV(),
@ -1010,7 +1010,7 @@ void Renderer::ApplyState(bool bUseDstAlpha)
{
// TODO: cache SamplerState directly, not d3d object
gx_state.sampler[stage].max_anisotropy = g_ActiveConfig.iMaxAnisotropy;
D3D::stateman->setSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
D3D::stateman->SetSampler(stage, gx_state_cache.Get(gx_state.sampler[stage]));
}
if (bUseDstAlpha)
@ -1023,11 +1023,11 @@ void Renderer::ApplyState(bool bUseDstAlpha)
ID3D11Buffer* vertexConstants = VertexShaderCache::GetConstantBuffer();
ID3D11Buffer* pixelConstants = PixelShaderCache::GetConstantBuffer();
D3D::stateman->setPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->setVertexConstants(vertexConstants);
D3D::stateman->SetPixelConstants(pixelConstants, g_ActiveConfig.bEnablePixelLighting ? vertexConstants : nullptr);
D3D::stateman->SetVertexConstants(vertexConstants);
D3D::stateman->setPixelShader(PixelShaderCache::GetActiveShader());
D3D::stateman->setVertexShader(VertexShaderCache::GetActiveShader());
D3D::stateman->SetPixelShader(PixelShaderCache::GetActiveShader());
D3D::stateman->SetVertexShader(VertexShaderCache::GetActiveShader());
}
void Renderer::RestoreState()

View file

@ -151,7 +151,7 @@ void Television::Render()
MathUtil::Rectangle<int> sourceRc(0, 0, int(m_curWidth), int(m_curHeight));
MathUtil::Rectangle<float> destRc(-1.f, 1.f, 1.f, -1.f);
D3D::stateman->setSampler(0, m_samplerState);
D3D::stateman->SetSampler(0, m_samplerState);
D3D::drawShadedTexSubQuad(
m_yuyvTextureSRV, &sourceRc,

View file

@ -30,7 +30,7 @@ TextureCache::TCacheEntry::~TCacheEntry()
void TextureCache::TCacheEntry::Bind(unsigned int stage)
{
D3D::stateman->setTexture(stage, texture->GetSRV());
D3D::stateman->SetTexture(stage, texture->GetSRV());
}
bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int level)
@ -144,7 +144,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
CHECK(SUCCEEDED(hr), "Create efb copy constant buffer %d", cbufid);
D3D::SetDebugObjectName((ID3D11DeviceChild*)efbcopycbuf[cbufid], "a constant buffer used in TextureCache::CopyRenderTargetToTexture");
}
D3D::stateman->setPixelConstants(efbcopycbuf[cbufid]);
D3D::stateman->SetPixelConstants(efbcopycbuf[cbufid]);
const TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
// TODO: try targetSource.asRECT();

View file

@ -128,15 +128,15 @@ void VertexManager::Draw(u32 stride)
u32 components = VertexLoaderManager::GetCurrentVertexFormat()->m_components;
u32 indices = IndexGenerator::GetIndexLen();
D3D::stateman->setVertexBuffer(m_buffers[m_currentBuffer], stride, 0);
D3D::stateman->setIndexBuffer(m_buffers[m_currentBuffer]);
D3D::stateman->SetVertexBuffer(m_buffers[m_currentBuffer], stride, 0);
D3D::stateman->SetIndexBuffer(m_buffers[m_currentBuffer]);
u32 baseVertex = m_vertexDrawOffset / stride;
u32 startIndex = m_indexDrawOffset / sizeof(u16);
if (current_primitive_type == PRIMITIVE_TRIANGLES)
{
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
@ -158,14 +158,14 @@ void VertexManager::Draw(u32 stride)
if (m_lineShader.SetShader(components, lineWidth,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls);
D3D::stateman->setGeometryShader(nullptr);
D3D::stateman->SetGeometryShader(nullptr);
}
}
else //if (current_primitive_type == PRIMITIVE_POINTS)
@ -183,14 +183,14 @@ void VertexManager::Draw(u32 stride)
if (m_pointShader.SetShader(components, pointSize,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::stateman->Apply();
D3D::context->DrawIndexed(indices, startIndex, baseVertex);
INCSTAT(stats.thisFrame.numDrawCalls);
D3D::stateman->setGeometryShader(nullptr);
D3D::stateman->SetGeometryShader(nullptr);
}
}
}

View file

@ -280,8 +280,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
// Set up all the state for XFB encoding
D3D::stateman->setPixelShader(m_pShader);
D3D::stateman->setVertexShader(m_vShader);
D3D::stateman->SetPixelShader(m_pShader);
D3D::stateman->SetVertexShader(m_vShader);
D3D::stateman->PushBlendState(m_xfbEncodeBlendState);
D3D::stateman->PushDepthState(m_xfbEncodeDepthState);
@ -290,11 +290,11 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.f, 0.f, FLOAT(width/2), FLOAT(height));
D3D::context->RSSetViewports(1, &vp);
D3D::stateman->setInputLayout(m_quadLayout);
D3D::stateman->setPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::stateman->SetInputLayout(m_quadLayout);
D3D::stateman->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
UINT stride = sizeof(QuadVertex);
UINT offset = 0;
D3D::stateman->setVertexBuffer(m_quad, stride, offset);
D3D::stateman->SetVertexBuffer(m_quad, stride, offset);
TargetRectangle targetRect = g_renderer->ConvertEFBRectangle(srcRect);
@ -312,10 +312,10 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
ID3D11ShaderResourceView* pEFB = FramebufferManager::GetEFBColorTexture()->GetSRV();
D3D::stateman->setVertexConstants(m_encodeParams);
D3D::stateman->setPixelConstants(m_encodeParams);
D3D::stateman->setTexture(0, pEFB);
D3D::stateman->setSampler(0, m_efbSampler);
D3D::stateman->SetVertexConstants(m_encodeParams);
D3D::stateman->SetPixelConstants(m_encodeParams);
D3D::stateman->SetTexture(0, pEFB);
D3D::stateman->SetSampler(0, m_efbSampler);
// Encode!
@ -331,13 +331,13 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
D3D::context->OMSetRenderTargets(0, nullptr, nullptr);
D3D::stateman->setSampler(0, nullptr);
D3D::stateman->setTexture(0, nullptr);
D3D::stateman->setPixelConstants(nullptr);
D3D::stateman->setVertexConstants(nullptr);
D3D::stateman->SetSampler(0, nullptr);
D3D::stateman->SetTexture(0, nullptr);
D3D::stateman->SetPixelConstants(nullptr);
D3D::stateman->SetVertexConstants(nullptr);
D3D::stateman->setPixelShader(nullptr);
D3D::stateman->setVertexShader(nullptr);
D3D::stateman->SetPixelShader(nullptr);
D3D::stateman->SetVertexShader(nullptr);
D3D::stateman->PopRasterizerState();
D3D::stateman->PopDepthState();