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AbstractPipeline: Allow setting pipeline to null
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@ -299,6 +299,8 @@ void Renderer::UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride
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void Renderer::SetPipeline(const AbstractPipeline* pipeline)
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void Renderer::SetPipeline(const AbstractPipeline* pipeline)
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{
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{
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const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
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const DXPipeline* dx_pipeline = static_cast<const DXPipeline*>(pipeline);
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if (!dx_pipeline)
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return;
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D3D::stateman->SetRasterizerState(dx_pipeline->GetRasterizerState());
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D3D::stateman->SetRasterizerState(dx_pipeline->GetRasterizerState());
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D3D::stateman->SetDepthState(dx_pipeline->GetDepthState());
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D3D::stateman->SetDepthState(dx_pipeline->GetDepthState());
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@ -1622,6 +1622,9 @@ void Renderer::SetPipeline(const AbstractPipeline* pipeline)
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// Not all shader changes currently go through SetPipeline, so we can't
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// Not all shader changes currently go through SetPipeline, so we can't
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// test if the pipeline hasn't changed and skip these applications. Yet.
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// test if the pipeline hasn't changed and skip these applications. Yet.
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m_graphics_pipeline = static_cast<const OGLPipeline*>(pipeline);
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m_graphics_pipeline = static_cast<const OGLPipeline*>(pipeline);
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if (!m_graphics_pipeline)
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return;
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ApplyRasterizationState(m_graphics_pipeline->GetRasterizationState());
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ApplyRasterizationState(m_graphics_pipeline->GetRasterizationState());
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ApplyDepthState(m_graphics_pipeline->GetDepthState());
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ApplyDepthState(m_graphics_pipeline->GetDepthState());
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ApplyBlendingState(m_graphics_pipeline->GetBlendingState());
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ApplyBlendingState(m_graphics_pipeline->GetBlendingState());
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