libobs-d3d11: Store shader samplers as pointers
This allows having them be a part of a linked list later.
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@@ -22,6 +22,7 @@
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#include <vector>
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#include <string>
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#include <memory>
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#include <windows.h>
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#include <dxgi.h>
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@@ -459,13 +460,13 @@ struct gs_duplicator {
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struct gs_pixel_shader : gs_shader {
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ComPtr<ID3D11PixelShader> shader;
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vector<ShaderSampler> samplers;
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vector<unique_ptr<ShaderSampler>> samplers;
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inline void GetSamplerStates(ID3D11SamplerState **states)
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{
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size_t i;
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for (i = 0; i < samplers.size(); i++)
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states[i] = samplers[i].sampler.state;
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states[i] = samplers[i]->sampler.state;
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for (; i < GS_MAX_TEXTURES; i++)
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states[i] = NULL;
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}
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