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D3D: Clean up brace placements
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@ -177,7 +177,8 @@ std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter)
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{
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UINT quality_levels = 0;
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device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &quality_levels);
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if (quality_levels > 0) {
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if (quality_levels > 0)
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{
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DXGI_SAMPLE_DESC desc;
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desc.Count = samples;
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for (desc.Quality = 0; desc.Quality < quality_levels; ++desc.Quality)
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@ -574,7 +574,8 @@ bool PixelShaderCache::InsertByteCode(const PixelShaderUid &uid, const void* byt
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PixelShaders[uid] = newentry;
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last_entry = &PixelShaders[uid];
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if (!shader) {
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if (!shader)
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{
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// INCSTAT(stats.numPixelShadersFailed);
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return false;
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}
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@ -212,7 +212,8 @@ void VideoBackend::Shutdown()
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}
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}
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void VideoBackend::Video_Cleanup() {
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void VideoBackend::Video_Cleanup()
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{
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}
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}
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