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D3D11: Make stateman a unique_ptr
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3b86c93285
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@ -156,14 +156,13 @@ bool Create(u32 adapter_index, bool enable_debug_layer)
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g_Config.backend_info.bSupportsGSInstancing = shader_model_5_supported;
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g_Config.backend_info.bSupportsSSAA = shader_model_5_supported;
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stateman = new StateManager();
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stateman = std::make_unique<StateManager>();
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return true;
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}
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void Destroy()
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{
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delete stateman;
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stateman = nullptr;
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stateman.reset();
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context->ClearState();
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context->Flush();
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@ -20,7 +20,7 @@ namespace DX11
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{
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namespace D3D
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{
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StateManager* stateman;
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std::unique_ptr<StateManager> stateman;
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StateManager::StateManager() = default;
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StateManager::~StateManager() = default;
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@ -6,6 +6,7 @@
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#include <array>
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#include <cstddef>
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#include <memory>
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#include <mutex>
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#include <unordered_map>
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@ -296,7 +297,7 @@ private:
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ID3D11ComputeShader* m_compute_shader = nullptr;
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};
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extern StateManager* stateman;
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extern std::unique_ptr<StateManager> stateman;
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} // namespace D3D
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