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arm64 : fix intptr_t size
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@@ -615,7 +615,7 @@ private:
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ShaderStaticCombos_t m_ShaderStaticCombos;
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DWORD m_Flags;
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int m_nRefCount;
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unsigned int m_hShaderFileCache;
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uintp m_hShaderFileCache;
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// for queued loading, bias an aligned optimal buffer forward to correct location
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int m_nDataOffset;
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@@ -1017,7 +1017,7 @@ void CShaderManager::DestroyVertexShader( VertexShaderHandle_t hShader )
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if ( hShader == VERTEX_SHADER_HANDLE_INVALID )
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return;
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VertexShaderIndex_t i = (VertexShaderIndex_t)hShader;
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VertexShaderIndex_t i = (VertexShaderIndex_t)(uintp)hShader;
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IDirect3DVertexShader9 *pVertexShader = m_RawVertexShaderDict[ i ];
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UnregisterVS( pVertexShader );
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@@ -1053,7 +1053,7 @@ void CShaderManager::DestroyPixelShader( PixelShaderHandle_t hShader )
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if ( hShader == PIXEL_SHADER_HANDLE_INVALID )
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return;
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PixelShaderIndex_t i = (PixelShaderIndex_t)hShader;
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PixelShaderIndex_t i = (PixelShaderIndex_t)(uintp)hShader;
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IDirect3DPixelShader9 *pPixelShader = m_RawPixelShaderDict[ i ];
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UnregisterPS( pPixelShader );
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@@ -2522,7 +2522,7 @@ bool CShaderManager::LoadAndCreateShaders( ShaderLookup_t &lookup, bool bVertexS
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ShaderFileCache_t fileCacheLookup;
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fileCacheLookup.m_Name = lookup.m_Name;
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fileCacheLookup.m_bVertexShader = bVertexShader;
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int fileCacheIndex = m_ShaderFileCache.Find( fileCacheLookup );
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intp fileCacheIndex = m_ShaderFileCache.Find( fileCacheLookup );
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if ( fileCacheIndex == m_ShaderFileCache.InvalidIndex() )
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{
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// not found, create a new entry
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@@ -3286,7 +3286,7 @@ void CShaderManager::SetVertexShaderState( HardwareShader_t shader, DataCacheHan
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void CShaderManager::BindVertexShader( VertexShaderHandle_t hVertexShader )
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{
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HardwareShader_t hHardwareShader = m_RawVertexShaderDict[ (VertexShaderIndex_t)hVertexShader] ;
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HardwareShader_t hHardwareShader = m_RawVertexShaderDict[ (VertexShaderIndex_t)(uintp)hVertexShader] ;
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SetVertexShaderState( hHardwareShader );
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}
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@@ -3395,7 +3395,7 @@ void CShaderManager::SetPixelShaderState( HardwareShader_t shader, DataCacheHand
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void CShaderManager::BindPixelShader( PixelShaderHandle_t hPixelShader )
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{
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HardwareShader_t hHardwareShader = m_RawPixelShaderDict[ (PixelShaderIndex_t)hPixelShader ];
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HardwareShader_t hHardwareShader = m_RawPixelShaderDict[ (PixelShaderIndex_t)(uintp)hPixelShader ];
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SetPixelShaderState( hHardwareShader );
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}
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@@ -3594,7 +3594,7 @@ void CShaderManager::SpewVertexAndPixelShaders( void )
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{
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// only spew a populated shader file cache
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Msg( "\nShader File Cache:\n" );
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for ( int cacheIndex = m_ShaderFileCache.Head();
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for ( intp cacheIndex = m_ShaderFileCache.Head();
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cacheIndex != m_ShaderFileCache.InvalidIndex();
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cacheIndex = m_ShaderFileCache.Next( cacheIndex ) )
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{
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