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Coverity: Fix dodgy code that's confusing Coverity
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@@ -824,10 +824,12 @@ void WrappedID3D11DeviceContext::AddUsage(const FetchDrawcall &d)
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//////////////////////////////
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// Shaders
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const D3D11RenderState::shader *shArr = &pipe->VS;
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const D3D11RenderState::shader *shArr[6] = {
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&pipe->VS, &pipe->HS, &pipe->DS, &pipe->GS, &pipe->PS, &pipe->CS,
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};
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for(int s = 0; s < 6; s++)
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{
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const D3D11RenderState::shader &sh = shArr[s];
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const D3D11RenderState::shader &sh = *shArr[s];
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for(int i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
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if(sh.Used_CB(i))
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