libobs-d3d11: Only load vertex buffer before drawing
Fixes a bug where loading vertex shaders could cause error messages about mismatching vertex buffer data to appear because the vertex shader would try to reload the previously used vertex buffer.
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@@ -789,6 +789,9 @@ struct gs_device {
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gs_pixel_shader *curPixelShader = nullptr;
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gs_swap_chain *curSwapChain = nullptr;
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gs_vertex_buffer *lastVertexBuffer = nullptr;
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gs_vertex_shader *lastVertexShader = nullptr;
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bool zstencilStateChanged = true;
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bool rasterStateChanged = true;
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bool blendStateChanged = true;
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@@ -829,6 +832,8 @@ struct gs_device {
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void UpdateRasterState();
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void UpdateBlendState();
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void LoadVertexBufferData();
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inline void CopyTex(ID3D11Texture2D *dst,
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uint32_t dst_x, uint32_t dst_y,
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gs_texture_t *src, uint32_t src_x, uint32_t src_y,
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