fixed constant buffer binding for tessellation stage
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+12
-31
@@ -7818,40 +7818,21 @@ void BindPersistentState(GRAPHICSTHREAD threadID)
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{
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GraphicsDevice* device = GetDevice();
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for (int i = 0; i < SSLOT_COUNT; ++i)
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for (int i = 0; i < SHADERSTAGE_COUNT; ++i)
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{
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device->BindSampler(PS, samplers[i], i, threadID);
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device->BindSampler(VS, samplers[i], i, threadID);
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device->BindSampler(GS, samplers[i], i, threadID);
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device->BindSampler(DS, samplers[i], i, threadID);
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device->BindSampler(HS, samplers[i], i, threadID);
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device->BindSampler(CS, samplers[i], i, threadID);
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SHADERSTAGE stage = (SHADERSTAGE)i;
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for (int i = 0; i < SSLOT_COUNT; ++i)
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{
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device->BindSampler(stage, samplers[i], i, threadID);
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}
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device->BindConstantBuffer(stage, constantBuffers[CBTYPE_FRAME], CB_GETBINDSLOT(FrameCB), threadID);
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device->BindConstantBuffer(stage, constantBuffers[CBTYPE_CAMERA], CB_GETBINDSLOT(CameraCB), threadID);
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device->BindConstantBuffer(stage, constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), threadID);
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device->BindConstantBuffer(stage, constantBuffers[CBTYPE_API], CB_GETBINDSLOT(APICB), threadID);
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}
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device->BindConstantBuffer(PS, constantBuffers[CBTYPE_FRAME], CB_GETBINDSLOT(FrameCB), threadID);
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device->BindConstantBuffer(VS, constantBuffers[CBTYPE_FRAME], CB_GETBINDSLOT(FrameCB), threadID);
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device->BindConstantBuffer(GS, constantBuffers[CBTYPE_FRAME], CB_GETBINDSLOT(FrameCB), threadID);
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device->BindConstantBuffer(HS, constantBuffers[CBTYPE_FRAME], CB_GETBINDSLOT(FrameCB), threadID);
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device->BindConstantBuffer(DS, constantBuffers[CBTYPE_FRAME], CB_GETBINDSLOT(FrameCB), threadID);
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device->BindConstantBuffer(CS, constantBuffers[CBTYPE_FRAME], CB_GETBINDSLOT(FrameCB), threadID);
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device->BindConstantBuffer(PS, constantBuffers[CBTYPE_CAMERA], CB_GETBINDSLOT(CameraCB), threadID);
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device->BindConstantBuffer(VS, constantBuffers[CBTYPE_CAMERA], CB_GETBINDSLOT(CameraCB), threadID);
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device->BindConstantBuffer(GS, constantBuffers[CBTYPE_CAMERA], CB_GETBINDSLOT(CameraCB), threadID);
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device->BindConstantBuffer(HS, constantBuffers[CBTYPE_CAMERA], CB_GETBINDSLOT(CameraCB), threadID);
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device->BindConstantBuffer(DS, constantBuffers[CBTYPE_CAMERA], CB_GETBINDSLOT(CameraCB), threadID);
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device->BindConstantBuffer(CS, constantBuffers[CBTYPE_CAMERA], CB_GETBINDSLOT(CameraCB), threadID);
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device->BindConstantBuffer(VS, constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), threadID);
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device->BindConstantBuffer(PS, constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), threadID);
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device->BindConstantBuffer(GS, constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), threadID);
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device->BindConstantBuffer(DS, constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), threadID);
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device->BindConstantBuffer(HS, constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), threadID);
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device->BindConstantBuffer(CS, constantBuffers[CBTYPE_MISC], CB_GETBINDSLOT(MiscCB), threadID);
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device->BindConstantBuffer(VS, constantBuffers[CBTYPE_API], CB_GETBINDSLOT(APICB), threadID);
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device->BindConstantBuffer(PS, constantBuffers[CBTYPE_API], CB_GETBINDSLOT(APICB), threadID);
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}
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void UpdateFrameCB(GRAPHICSTHREAD threadID)
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{
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@@ -9,7 +9,7 @@ namespace wiVersion
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// minor features, major updates
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const int minor = 21;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 2;
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const int revision = 3;
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long GetVersion()
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