clang-format: Apply formatting
Code submissions have continually suffered from formatting inconsistencies that constantly have to be addressed. Using clang-format simplifies this by making code formatting more consistent, and allows automation of the code formatting so that maintainers can focus more on the code itself instead of code formatting.
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@@ -33,23 +33,23 @@ void gs_index_buffer::Rebuild(ID3D11Device *dev)
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void gs_texture_2d::RebuildSharedTextureFallback()
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{
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td = {};
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td.Width = 2;
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td.Height = 2;
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td.MipLevels = 1;
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td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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td.ArraySize = 1;
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td = {};
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td.Width = 2;
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td.Height = 2;
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td.MipLevels = 1;
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td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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td.ArraySize = 1;
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td.SampleDesc.Count = 1;
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td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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width = td.Width;
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height = td.Height;
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width = td.Width;
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height = td.Height;
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dxgiFormat = td.Format;
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levels = 1;
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levels = 1;
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resourceDesc = {};
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resourceDesc.Format = td.Format;
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resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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resourceDesc.Format = td.Format;
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resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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resourceDesc.Texture2D.MipLevels = 1;
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isShared = false;
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@@ -60,18 +60,19 @@ void gs_texture_2d::Rebuild(ID3D11Device *dev)
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HRESULT hr;
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if (isShared) {
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hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
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__uuidof(ID3D11Texture2D), (void**)&texture);
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__uuidof(ID3D11Texture2D),
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(void **)&texture);
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if (FAILED(hr)) {
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blog(LOG_WARNING, "Failed to rebuild shared texture: ",
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"0x%08lX", hr);
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blog(LOG_WARNING,
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"Failed to rebuild shared texture: ", "0x%08lX",
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hr);
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RebuildSharedTextureFallback();
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}
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}
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if (!isShared) {
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hr = dev->CreateTexture2D(&td,
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data.size() ? srd.data() : nullptr,
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&texture);
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hr = dev->CreateTexture2D(
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&td, data.size() ? srd.data() : nullptr, &texture);
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if (FAILED(hr))
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throw HRError("Failed to create 2D texture", hr);
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}
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@@ -85,7 +86,7 @@ void gs_texture_2d::Rebuild(ID3D11Device *dev)
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if (isGDICompatible) {
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hr = texture->QueryInterface(__uuidof(IDXGISurface1),
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(void**)&gdiSurface);
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(void **)&gdiSurface);
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if (FAILED(hr))
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throw HRError("Failed to create GDI surface", hr);
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}
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@@ -172,12 +173,13 @@ void gs_sampler_state::Rebuild(ID3D11Device *dev)
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void gs_vertex_shader::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr;
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hr = dev->CreateVertexShader(data.data(), data.size(), nullptr, &shader);
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hr = dev->CreateVertexShader(data.data(), data.size(), nullptr,
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&shader);
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if (FAILED(hr))
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throw HRError("Failed to create vertex shader", hr);
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hr = dev->CreateInputLayout(layoutData.data(), (UINT)layoutData.size(),
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data.data(), data.size(), &layout);
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data.data(), data.size(), &layout);
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if (FAILED(hr))
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throw HRError("Failed to create input layout", hr);
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@@ -197,9 +199,8 @@ void gs_vertex_shader::Rebuild(ID3D11Device *dev)
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void gs_pixel_shader::Rebuild(ID3D11Device *dev)
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{
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HRESULT hr;
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hr = dev->CreatePixelShader(data.data(), data.size(), nullptr,
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&shader);
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hr = dev->CreatePixelShader(data.data(), data.size(), nullptr, &shader);
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if (FAILED(hr))
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throw HRError("Failed to create pixel shader", hr);
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@@ -245,8 +246,7 @@ void SavedRasterState::Rebuild(ID3D11Device *dev)
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throw HRError("Failed to create rasterizer state", hr);
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}
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const static D3D_FEATURE_LEVEL featureLevels[] =
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{
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const static D3D_FEATURE_LEVEL featureLevels[] = {
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D3D_FEATURE_LEVEL_11_0,
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D3D_FEATURE_LEVEL_10_1,
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D3D_FEATURE_LEVEL_10_0,
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@@ -267,34 +267,34 @@ try {
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while (obj) {
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switch (obj->obj_type) {
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case gs_type::gs_vertex_buffer:
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((gs_vertex_buffer*)obj)->Release();
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((gs_vertex_buffer *)obj)->Release();
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break;
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case gs_type::gs_index_buffer:
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((gs_index_buffer*)obj)->Release();
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((gs_index_buffer *)obj)->Release();
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break;
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case gs_type::gs_texture_2d:
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((gs_texture_2d*)obj)->Release();
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((gs_texture_2d *)obj)->Release();
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break;
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case gs_type::gs_zstencil_buffer:
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((gs_zstencil_buffer*)obj)->Release();
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((gs_zstencil_buffer *)obj)->Release();
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break;
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case gs_type::gs_stage_surface:
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((gs_stage_surface*)obj)->Release();
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((gs_stage_surface *)obj)->Release();
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break;
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case gs_type::gs_sampler_state:
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((gs_sampler_state*)obj)->Release();
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((gs_sampler_state *)obj)->Release();
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break;
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case gs_type::gs_vertex_shader:
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((gs_vertex_shader*)obj)->Release();
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((gs_vertex_shader *)obj)->Release();
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break;
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case gs_type::gs_pixel_shader:
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((gs_pixel_shader*)obj)->Release();
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((gs_pixel_shader *)obj)->Release();
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break;
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case gs_type::gs_duplicator:
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((gs_duplicator*)obj)->Release();
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((gs_duplicator *)obj)->Release();
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break;
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case gs_type::gs_swap_chain:
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((gs_swap_chain*)obj)->Release();
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((gs_swap_chain *)obj)->Release();
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break;
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}
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@@ -320,10 +320,11 @@ try {
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InitFactory(adpIdx);
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uint32_t createFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN,
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nullptr, createFlags, featureLevels,
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sizeof(featureLevels) / sizeof(D3D_FEATURE_LEVEL),
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D3D11_SDK_VERSION, &device, nullptr, &context);
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hr = D3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr,
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createFlags, featureLevels,
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sizeof(featureLevels) /
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sizeof(D3D_FEATURE_LEVEL),
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D3D11_SDK_VERSION, &device, nullptr, &context);
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if (FAILED(hr))
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throw HRError("Failed to create device", hr);
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@@ -333,45 +334,43 @@ try {
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while (obj) {
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switch (obj->obj_type) {
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case gs_type::gs_vertex_buffer:
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((gs_vertex_buffer*)obj)->Rebuild();
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((gs_vertex_buffer *)obj)->Rebuild();
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break;
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case gs_type::gs_index_buffer:
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((gs_index_buffer*)obj)->Rebuild(dev);
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((gs_index_buffer *)obj)->Rebuild(dev);
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break;
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case gs_type::gs_texture_2d:
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{
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gs_texture_2d *tex = (gs_texture_2d*)obj;
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if (!tex->nv12) {
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tex->Rebuild(dev);
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} else if (!tex->chroma) {
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tex->RebuildNV12_Y(dev);
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}
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case gs_type::gs_texture_2d: {
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gs_texture_2d *tex = (gs_texture_2d *)obj;
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if (!tex->nv12) {
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tex->Rebuild(dev);
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} else if (!tex->chroma) {
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tex->RebuildNV12_Y(dev);
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}
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break;
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} break;
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case gs_type::gs_zstencil_buffer:
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((gs_zstencil_buffer*)obj)->Rebuild(dev);
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((gs_zstencil_buffer *)obj)->Rebuild(dev);
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break;
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case gs_type::gs_stage_surface:
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((gs_stage_surface*)obj)->Rebuild(dev);
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((gs_stage_surface *)obj)->Rebuild(dev);
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break;
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case gs_type::gs_sampler_state:
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((gs_sampler_state*)obj)->Rebuild(dev);
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((gs_sampler_state *)obj)->Rebuild(dev);
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break;
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case gs_type::gs_vertex_shader:
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((gs_vertex_shader*)obj)->Rebuild(dev);
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((gs_vertex_shader *)obj)->Rebuild(dev);
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break;
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case gs_type::gs_pixel_shader:
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((gs_pixel_shader*)obj)->Rebuild(dev);
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((gs_pixel_shader *)obj)->Rebuild(dev);
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break;
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case gs_type::gs_duplicator:
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try {
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((gs_duplicator*)obj)->Start();
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((gs_duplicator *)obj)->Start();
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} catch (...) {
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((gs_duplicator*)obj)->Release();
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((gs_duplicator *)obj)->Release();
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}
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break;
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case gs_type::gs_swap_chain:
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((gs_swap_chain*)obj)->Rebuild(dev);
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((gs_swap_chain *)obj)->Rebuild(dev);
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break;
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}
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@@ -407,6 +406,5 @@ try {
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bcrash("Failed to recreate D3D11: %s", error);
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} catch (HRError error) {
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bcrash("Failed to recreate D3D11: %s (%08lX)",
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error.str, error.hr);
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bcrash("Failed to recreate D3D11: %s (%08lX)", error.str, error.hr);
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}
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