GPU/HW: Ensure buffers are unmapped before present
Darn DX11...
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@ -1046,12 +1046,14 @@ void D3D11Device::SetScissor(s32 x, s32 y, s32 width, s32 height)
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void D3D11Device::Draw(u32 vertex_count, u32 base_vertex)
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{
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DebugAssert(!m_vertex_buffer.IsMapped() && !m_index_buffer.IsMapped());
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s_stats.num_draws++;
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m_context->Draw(vertex_count, base_vertex);
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}
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void D3D11Device::DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex)
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{
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DebugAssert(!m_vertex_buffer.IsMapped() && !m_index_buffer.IsMapped());
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s_stats.num_draws++;
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m_context->DrawIndexed(index_count, base_index, base_vertex);
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}
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