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D3D11: align binding limit types (#3833)
* D3D11: widen binding stage indices Keep binding iteration and texture commits aligned with the renderer limit types. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> Copilot-Session: bd442137-1560-4dd6-ae9d-0fac55012d46 * D3D11: narrow binding limits Keep the runtime binding limits aligned with the stage index type. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com> Copilot-Session: bd442137-1560-4dd6-ae9d-0fac55012d46 --------- Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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@@ -5874,8 +5874,8 @@ namespace bgfx { namespace d3d11
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Rect viewScissorRect;
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viewScissorRect.clear();
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const uint32_t maxComputeBindings = g_caps.limits.maxComputeBindings;
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const uint32_t maxTextureSamplers = g_caps.limits.maxTextureSamplers;
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const uint8_t maxComputeBindings = bx::narrowCast<uint8_t>(g_caps.limits.maxComputeBindings);
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const uint8_t maxTextureSamplers = bx::narrowCast<uint8_t>(g_caps.limits.maxTextureSamplers);
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uint32_t statsNumPrimsSubmitted[BX_COUNTOF(s_primInfo)] = {};
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uint32_t statsNumPrimsRendered[BX_COUNTOF(s_primInfo)] = {};
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