void GSDevice11::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) { PSSetShaderResource(0, sr0); PSSetShaderResource(1, sr1); for(size_t i = 2; i < countof(m_state.ps_srv); i++) { PSSetShaderResource(i, NULL); } }
void GSDevice11::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) { PSSetShaderResource(0, sr0); PSSetShaderResource(1, sr1); PSSetShaderResource(2, NULL); }