Cleaning up asserts and file/line macros.
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@@ -140,7 +140,7 @@ D3D11ProfilerDisplay::D3D11ProfilerDisplay(D3D11Window* window) : window_(window
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!SetupShaders() ||
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!SetupFont()) {
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// Hrm.
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XEASSERTALWAYS();
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assert_always();
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}
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// Pass through mouse events.
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@@ -183,7 +183,7 @@ bool D3D11ProfilerDisplay::SetupState() {
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blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blend_desc.RenderTarget[0].RenderTargetWriteMask = 0x0F;
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hr = device->CreateBlendState(&blend_desc, &blend_state_);
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XEASSERT(SUCCEEDED(hr));
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assert_true(SUCCEEDED(hr));
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D3D11_DEPTH_STENCIL_DESC depth_stencil_desc;
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xe_zero_struct(&depth_stencil_desc, sizeof(depth_stencil_desc));
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@@ -191,7 +191,7 @@ bool D3D11ProfilerDisplay::SetupState() {
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depth_stencil_desc.StencilEnable = false;
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depth_stencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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hr = device->CreateDepthStencilState(&depth_stencil_desc, &depth_stencil_state_);
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XEASSERT(SUCCEEDED(hr));
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assert_true(SUCCEEDED(hr));
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return true;
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}
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@@ -484,7 +484,7 @@ D3D11ProfilerDisplay::Vertex* D3D11ProfilerDisplay::AllocateVertices(
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if (draw_state_.vertex_index + count > XECOUNT(draw_state_.vertex_buffer)) {
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Flush();
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}
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XEASSERT(draw_state_.vertex_index + count <= XECOUNT(draw_state_.vertex_buffer));
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assert_true(draw_state_.vertex_index + count <= XECOUNT(draw_state_.vertex_buffer));
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size_t head = draw_state_.vertex_index;
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draw_state_.vertex_index += count;
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@@ -493,7 +493,7 @@ D3D11ProfilerDisplay::Vertex* D3D11ProfilerDisplay::AllocateVertices(
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draw_state_.commands[draw_state_.command_index - 1].primitive == primitive) {
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draw_state_.commands[draw_state_.command_index - 1].vertex_count += count;
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} else {
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XEASSERT(draw_state_.command_index < XECOUNT(draw_state_.commands));
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assert_true(draw_state_.command_index < XECOUNT(draw_state_.commands));
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draw_state_.commands[draw_state_.command_index].primitive = primitive;
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draw_state_.commands[draw_state_.command_index].vertex_count = count;
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++draw_state_.command_index;
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@@ -511,7 +511,7 @@ void D3D11ProfilerDisplay::Flush() {
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context->Map(vertex_buffer_, 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
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memcpy(res.pData, draw_state_.vertex_buffer, sizeof(Vertex) * draw_state_.vertex_index);
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context->Unmap(vertex_buffer_, 0);
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uint32_t stride = 20;
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uint32_t offset = 0;
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context->IASetVertexBuffers(0, 1, &vertex_buffer_, &stride, &offset);
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