introduce set_pipeline_state
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b012246d2b
commit
54e2420405
1 changed files with 61 additions and 25 deletions
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@ -616,16 +616,16 @@ impl<T> PipelineState<T> {
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global_params: &[Option<ID3D11Buffer>],
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instance_count: u32,
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) -> Result<()> {
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set_pipeline_state(
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device_context,
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&self.view,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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viewport,
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&self.vertex,
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&self.fragment,
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global_params,
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);
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unsafe {
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device_context.VSSetShaderResources(1, Some(&self.view));
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device_context.PSSetShaderResources(1, Some(&self.view));
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device_context.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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device_context.RSSetViewports(Some(viewport));
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device_context.VSSetShader(&self.vertex, None);
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device_context.PSSetShader(&self.fragment, None);
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device_context.VSSetConstantBuffers(0, Some(global_params));
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device_context.PSSetConstantBuffers(0, Some(global_params));
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device_context.DrawInstanced(4, instance_count, 0, 0);
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}
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Ok(())
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@ -640,15 +640,16 @@ impl<T> PipelineState<T> {
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sampler: &[Option<ID3D11SamplerState>],
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instance_count: u32,
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) -> Result<()> {
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set_pipeline_state(
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device_context,
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&self.view,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
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viewport,
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&self.vertex,
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&self.fragment,
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global_params,
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);
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unsafe {
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device_context.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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device_context.RSSetViewports(Some(viewport));
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device_context.VSSetShader(&self.vertex, None);
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device_context.PSSetShader(&self.fragment, None);
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device_context.VSSetConstantBuffers(0, Some(global_params));
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device_context.PSSetConstantBuffers(0, Some(global_params));
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device_context.VSSetShaderResources(1, Some(&self.view));
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device_context.PSSetShaderResources(1, Some(&self.view));
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device_context.PSSetSamplers(0, Some(sampler));
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device_context.VSSetShaderResources(0, Some(texture));
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device_context.PSSetShaderResources(0, Some(texture));
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@ -811,15 +812,16 @@ impl PathsPipelineState {
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viewport: &[D3D11_VIEWPORT],
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global_params: &[Option<ID3D11Buffer>],
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) -> Result<()> {
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set_pipeline_state(
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device_context,
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&self.view,
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D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
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viewport,
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&self.vertex,
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&self.fragment,
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global_params,
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);
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unsafe {
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device_context.VSSetShaderResources(1, Some(&self.view));
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device_context.PSSetShaderResources(1, Some(&self.view));
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device_context.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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device_context.RSSetViewports(Some(viewport));
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device_context.VSSetShader(&self.vertex, None);
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device_context.PSSetShader(&self.fragment, None);
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device_context.VSSetConstantBuffers(0, Some(global_params));
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device_context.PSSetConstantBuffers(0, Some(global_params));
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const STRIDE: u32 = std::mem::size_of::<PathVertex<ScaledPixels>>() as u32;
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device_context.IASetVertexBuffers(
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0,
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@ -849,6 +851,7 @@ struct PathSprite {
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color: Background,
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}
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#[inline]
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fn get_dxgi_factory() -> Result<IDXGIFactory6> {
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#[cfg(debug_assertions)]
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let factory_flag = DXGI_CREATE_FACTORY_DEBUG;
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@ -970,6 +973,7 @@ fn create_swap_chain_default(
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Ok(swap_chain)
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}
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#[inline]
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fn set_render_target_view(
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swap_chain: &IDXGISwapChain1,
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device: &ID3D11Device,
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@ -987,6 +991,7 @@ fn set_render_target_view(
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Ok(back_buffer)
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}
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#[inline]
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fn set_viewport(
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device_context: &ID3D11DeviceContext,
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width: f32,
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@ -1004,6 +1009,7 @@ fn set_viewport(
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viewport
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}
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#[inline]
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fn set_rasterizer_state(device: &ID3D11Device, device_context: &ID3D11DeviceContext) -> Result<()> {
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let desc = D3D11_RASTERIZER_DESC {
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FillMode: D3D11_FILL_SOLID,
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@ -1028,6 +1034,7 @@ fn set_rasterizer_state(device: &ID3D11Device, device_context: &ID3D11DeviceCont
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}
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// https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ns-d3d11-d3d11_blend_desc
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#[inline]
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fn create_blend_state(device: &ID3D11Device) -> Result<ID3D11BlendState> {
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// If the feature level is set to greater than D3D_FEATURE_LEVEL_9_3, the display
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// device performs the blend in linear space, which is ideal.
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@ -1047,6 +1054,7 @@ fn create_blend_state(device: &ID3D11Device) -> Result<ID3D11BlendState> {
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}
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}
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#[inline]
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fn create_vertex_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11VertexShader> {
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unsafe {
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let mut shader = None;
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@ -1055,6 +1063,7 @@ fn create_vertex_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11Ver
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}
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}
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#[inline]
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fn create_fragment_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11PixelShader> {
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unsafe {
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let mut shader = None;
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@ -1063,6 +1072,7 @@ fn create_fragment_shader(device: &ID3D11Device, bytes: &[u8]) -> Result<ID3D11P
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}
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}
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#[inline]
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fn create_buffer(
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device: &ID3D11Device,
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element_size: usize,
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@ -1081,6 +1091,7 @@ fn create_buffer(
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Ok(buffer.unwrap())
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}
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#[inline]
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fn create_buffer_view(
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device: &ID3D11Device,
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buffer: &ID3D11Buffer,
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@ -1090,6 +1101,7 @@ fn create_buffer_view(
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Ok([view])
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}
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#[inline]
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fn create_indirect_draw_buffer(device: &ID3D11Device, buffer_size: usize) -> Result<ID3D11Buffer> {
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let desc = D3D11_BUFFER_DESC {
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ByteWidth: (std::mem::size_of::<DrawInstancedIndirectArgs>() * buffer_size) as u32,
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@ -1104,6 +1116,7 @@ fn create_indirect_draw_buffer(device: &ID3D11Device, buffer_size: usize) -> Res
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Ok(buffer.unwrap())
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}
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#[inline]
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fn pre_draw(
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device_context: &ID3D11DeviceContext,
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global_params_buffer: &[Option<ID3D11Buffer>; 1],
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@ -1130,6 +1143,7 @@ fn pre_draw(
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Ok(())
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}
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#[inline]
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fn update_buffer<T>(
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device_context: &ID3D11DeviceContext,
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buffer: &ID3D11Buffer,
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@ -1144,6 +1158,28 @@ fn update_buffer<T>(
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Ok(())
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}
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#[inline]
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fn set_pipeline_state(
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device_context: &ID3D11DeviceContext,
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buffer_view: &[Option<ID3D11ShaderResourceView>],
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topology: D3D_PRIMITIVE_TOPOLOGY,
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viewport: &[D3D11_VIEWPORT],
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vertex_shader: &ID3D11VertexShader,
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fragment_shader: &ID3D11PixelShader,
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global_params: &[Option<ID3D11Buffer>],
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) {
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unsafe {
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device_context.VSSetShaderResources(1, Some(buffer_view));
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device_context.PSSetShaderResources(1, Some(buffer_view));
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device_context.IASetPrimitiveTopology(topology);
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device_context.RSSetViewports(Some(viewport));
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device_context.VSSetShader(vertex_shader, None);
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device_context.PSSetShader(fragment_shader, None);
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device_context.VSSetConstantBuffers(0, Some(global_params));
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device_context.PSSetConstantBuffers(0, Some(global_params));
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}
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}
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const BUFFER_COUNT: usize = 3;
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mod shader_resources {
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