finish up shader/sampler/texture/buffer loading/unloading/association
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@@ -766,7 +766,8 @@ void device_load_vertexshader(device_t device, shader_t vertshader)
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if (vertshader) {
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if (vertshader->type != SHADER_VERTEX) {
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blog(LOG_ERROR, "device_load_vertexshader (D3D11): "
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"Shader is not a vertex shader");
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"Specified shader is not a vertex "
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"shader");
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return;
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}
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@@ -809,7 +810,8 @@ void device_load_pixelshader(device_t device, shader_t pixelshader)
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if (pixelshader) {
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if (pixelshader->type != SHADER_PIXEL) {
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blog(LOG_ERROR, "device_load_pixelshader (D3D11): "
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"Shader is not a pixel shader");
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"Specified shader is not a pixel "
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"shader");
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return;
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}
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@@ -828,8 +830,7 @@ void device_load_pixelshader(device_t device, shader_t pixelshader)
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device->context->PSSetSamplers(0, GS_MAX_TEXTURES, states);
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}
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void device_load_defaultsamplerstate(device_t device, bool b_3d,
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int unit)
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void device_load_defaultsamplerstate(device_t device, bool b_3d, int unit)
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{
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/* TODO */
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}
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