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https://github.com/dolphin-emu/dolphin.git
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D3D: replace memset, fix warning
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442b7ba99c
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@ -264,8 +264,7 @@ HRESULT Create(HWND wnd)
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UpdateActiveConfig();
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}
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DXGI_SWAP_CHAIN_DESC swap_chain_desc;
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memset(&swap_chain_desc, 0, sizeof(swap_chain_desc));
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DXGI_SWAP_CHAIN_DESC swap_chain_desc = {};
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swap_chain_desc.BufferCount = 1;
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swap_chain_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swap_chain_desc.OutputWindow = wnd;
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@ -273,12 +272,10 @@ HRESULT Create(HWND wnd)
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swap_chain_desc.SampleDesc.Quality = 0;
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swap_chain_desc.Windowed = !g_Config.bFullscreen;
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DXGI_OUTPUT_DESC out_desc;
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memset(&out_desc, 0, sizeof(out_desc));
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DXGI_OUTPUT_DESC out_desc = {};
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output->GetDesc(&out_desc);
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DXGI_MODE_DESC mode_desc;
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memset(&mode_desc, 0, sizeof(mode_desc));
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DXGI_MODE_DESC mode_desc = {};
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mode_desc.Width = out_desc.DesktopCoordinates.right - out_desc.DesktopCoordinates.left;
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mode_desc.Height = out_desc.DesktopCoordinates.bottom - out_desc.DesktopCoordinates.top;
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mode_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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@ -317,8 +314,7 @@ HRESULT Create(HWND wnd)
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D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS
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};
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D3D11_INFO_QUEUE_FILTER filter;
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memset(&filter, 0, sizeof(filter));
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D3D11_INFO_QUEUE_FILTER filter = {};
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filter.DenyList.NumIDs = sizeof(hide) / sizeof(D3D11_MESSAGE_ID);
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filter.DenyList.pIDList = hide;
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infoQueue->AddStorageFilterEntries(&filter);
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@ -402,7 +398,7 @@ void Close()
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (debug)
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{
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--references; // we didn't release the debug interface yet
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--references; // the debug interface increases the refcount of the device, subtract that.
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if (references)
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{
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// print out alive objects, but only if we actually have pending references
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@ -361,8 +361,8 @@ void XFBEncoder::Encode(u8* dst, u32 width, u32 height, const EFBRectangle& srcR
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D3D::context->Unmap(m_outStage, 0);
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// Restore API
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g_renderer->RestoreAPIState();
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D3D::stateman->Apply(); // force unbind efb texture as shader resource
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D3D::context->OMSetRenderTargets(1,
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&FramebufferManager::GetEFBColorTexture()->GetRTV(),
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FramebufferManager::GetEFBDepthTexture()->GetDSV());
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