libobs-d3d11: Don't inline rebuild funcs
Inlining these functions is pretty pointless.
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@@ -269,7 +269,7 @@ struct gs_vertex_buffer : gs_obj {
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uvBuffers.clear();
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}
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inline void Rebuild();
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void Rebuild();
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gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
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uint32_t flags);
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@@ -296,7 +296,7 @@ struct gs_index_buffer : gs_obj {
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void InitBuffer();
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline void Release() {indexBuffer.Release();}
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@@ -312,7 +312,7 @@ struct gs_texture : gs_obj {
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ComPtr<ID3D11ShaderResourceView> shaderRes;
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D3D11_SHADER_RESOURCE_VIEW_DESC resourceDesc = {};
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline gs_texture(gs_texture_type type, uint32_t levels,
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gs_color_format format)
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@@ -370,7 +370,7 @@ struct gs_texture_2d : gs_texture {
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void BackupTexture(const uint8_t **data);
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void RebuildSharedTextureFallback();
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline void Release()
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{
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@@ -410,7 +410,7 @@ struct gs_zstencil_buffer : gs_obj {
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void InitBuffer();
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline void Release()
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{
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@@ -437,7 +437,7 @@ struct gs_stage_surface : gs_obj {
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gs_color_format format;
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DXGI_FORMAT dxgiFormat;
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline void Release()
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{
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@@ -454,7 +454,7 @@ struct gs_sampler_state : gs_obj {
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D3D11_SAMPLER_DESC sd = {};
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gs_sampler_info info;
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline void Release() {state.Release();}
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@@ -543,7 +543,7 @@ struct gs_vertex_shader : gs_shader {
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bool hasTangents;
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uint32_t nTexUnits;
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline void Release()
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{
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@@ -590,7 +590,7 @@ struct gs_pixel_shader : gs_shader {
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ComPtr<ID3D11PixelShader> shader;
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vector<unique_ptr<ShaderSampler>> samplers;
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline void Release()
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{
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@@ -626,7 +626,7 @@ struct gs_swap_chain : gs_obj {
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void Resize(uint32_t cx, uint32_t cy);
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void Init();
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline void Release()
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{
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@@ -673,7 +673,7 @@ struct SavedBlendState : BlendState {
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ComPtr<ID3D11BlendState> state;
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D3D11_BLEND_DESC bd;
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline void Release()
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{
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@@ -730,7 +730,7 @@ struct SavedZStencilState : ZStencilState {
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ComPtr<ID3D11DepthStencilState> state;
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D3D11_DEPTH_STENCIL_DESC dsd;
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline void Release()
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{
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@@ -765,7 +765,7 @@ struct SavedRasterState : RasterState {
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ComPtr<ID3D11RasterizerState> state;
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D3D11_RASTERIZER_DESC rd;
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inline void Rebuild(ID3D11Device *dev);
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void Rebuild(ID3D11Device *dev);
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inline void Release()
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{
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