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feat(gx): sync index buffer in d3d backend
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@ -950,7 +950,18 @@ void CGxDeviceD3d::IStateSyncEnables() {
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}
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}
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void CGxDeviceD3d::IStateSyncIndexPtr() {
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void CGxDeviceD3d::IStateSyncIndexPtr() {
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// TODO
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if (!this->m_primIndexDirty) {
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return;
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}
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this->m_primIndexDirty = 0;
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auto d3dIndexBuf = static_cast<LPDIRECT3DINDEXBUFFER9>(this->m_primIndexBuf->m_pool->m_apiSpecific);
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if (this->m_d3dCurrentIndexBuf != d3dIndexBuf) {
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this->m_d3dDevice->SetIndices(d3dIndexBuf);
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this->m_d3dCurrentIndexBuf = d3dIndexBuf;
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}
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}
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}
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void CGxDeviceD3d::IStateSyncVertexPtrs() {
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void CGxDeviceD3d::IStateSyncVertexPtrs() {
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@ -220,6 +220,7 @@ class CGxDeviceD3d : public CGxDevice {
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int32_t m_d3dIsHwDevice = 0;
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int32_t m_d3dIsHwDevice = 0;
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D3DDISPLAYMODE m_desktopDisplayMode;
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D3DDISPLAYMODE m_desktopDisplayMode;
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D3DFORMAT m_devAdapterFormat;
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D3DFORMAT m_devAdapterFormat;
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LPDIRECT3DINDEXBUFFER9 m_d3dCurrentIndexBuf;
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uint32_t m_deviceStates[DeviceStates_Last];
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uint32_t m_deviceStates[DeviceStates_Last];
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// Virtual member functions
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// Virtual member functions
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