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Switches from pipeline state descriptions to pipeline states.
Tested By: phosit, Stan Differential Revision: https://code.wildfiregames.com/D4850 This was SVN commit r27328.
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@@ -840,13 +840,11 @@ void WaterManager::RenderWaves(
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GPU_SCOPED_LABEL(deviceCommandContext, "Render Waves");
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deviceCommandContext->SetGraphicsPipelineState(
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Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc());
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deviceCommandContext->BeginFramebufferPass(m_FancyEffectsFramebuffer.get());
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CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_water_waves);
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deviceCommandContext->SetGraphicsPipelineState(
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tech->GetGraphicsPipelineStateDesc());
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tech->GetGraphicsPipelineState());
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deviceCommandContext->BeginPass();
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Renderer::Backend::IShaderProgram* shader = tech->GetShader();
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