materialsystem/shaderapidx9/shaderapidx8.cpp
void CShaderAPIDx8::CallCommitFuncs( CommitFuncType_t func, bool bForce )
{
	// Don't bother committing anything if we're deactivated
	if ( IsDeactivated() )
		return;

	CUtlVector< StateCommitFunc_t > &funcList =	m_CommitFuncs[func];
	int nCount = funcList.Count();
	if ( nCount == 0 )
		return;

	for ( int i = 0; i < nCount; ++i )
	{
		funcList[i]( Dx9Device(), m_DesiredState, m_DynamicState, bForce );
	}
	ClearAllCommitFuncs( func );
}
//-----------------------------------------------------------------------------
// Calls all commit functions in a particular list
//-----------------------------------------------------------------------------
Calls all commit functions in a particular list
Calls all commit functions in a particular list
void CShaderAPIDx8::CallCommitFuncs( CommitFuncType_t func, bool bForce )
{
	if ( IsDeactivated() )
		return;
	CUtlVector< StateCommitFunc_t > &funcList =	m_CommitFuncs[func];
	int nCount = funcList.Count();
	if ( nCount == 0 )
		return;
	for ( int i = 0; i < nCount; ++i )
	{
		funcList[i]( Dx9Device(), m_DesiredState, m_DynamicState, bForce );
	}
	ClearAllCommitFuncs( func );
}
void CShaderAPIDx8 :: CallCommitFuncs ( CommitFuncType_t func , bool bForce ) { if ( IsDeactivated ( ) ) return ; CUtlVector < StateCommitFunc_t > & funcList = m_CommitFuncs [ func ] ; int nCount = funcList . Count ( ) ; if ( nCount == 0 ) return ; for ( int i = 0 ; i < nCount ; ++ i ) { funcList [ i ] ( Dx9Device ( ) , m_DesiredState , m_DynamicState , bForce ) ; } ClearAllCommitFuncs ( func ) ; }
Calls all commit functions in a particular list
Calls all commit functions in a particular list
// Don't bother committing anything if we're deactivated