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(d3d11) Don't draw content without a texture bound
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@ -1611,10 +1611,9 @@ static bool d3d11_gfx_frame(
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D3D11SetPShaderSamplers(
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D3D11SetPShaderSamplers(
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context, 0, 1, &d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
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context, 0, 1, &d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
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D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->frame.ubo);
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D3D11SetVShaderConstantBuffers(context, 0, 1, &d3d11->frame.ubo);
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D3D11Draw(context, 4, 0);
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}
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}
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D3D11Draw(context, 4, 0);
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D3D11SetRasterizerState(context, d3d11->scissor_enabled);
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D3D11SetRasterizerState(context, d3d11->scissor_enabled);
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D3D11SetScissorRects(d3d11->context, 1, &d3d11->scissor);
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D3D11SetScissorRects(d3d11->context, 1, &d3d11->scissor);
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D3D11SetBlendState(context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
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D3D11SetBlendState(context, d3d11->blend_enable, NULL, D3D11_DEFAULT_SAMPLE_MASK);
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