Minor adjustment for alignment of perf-critical variables in rendering
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@@ -267,7 +267,7 @@ void GPUContextDX11::SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPU
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auto depthBufferDX11 = static_cast<GPUTextureViewDX11*>(depthBuffer);
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ID3D11DepthStencilView* dsv = depthBufferDX11 ? depthBufferDX11->DSV() : nullptr;
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ID3D11RenderTargetView* rtvs[GPU_MAX_RT_BINDED];
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__declspec(align(16)) ID3D11RenderTargetView* rtvs[GPU_MAX_RT_BINDED];
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for (int32 i = 0; i < rts.Length(); i++)
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{
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auto rtDX11 = reinterpret_cast<GPUTextureViewDX11*>(rts[i]);
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@@ -977,7 +977,7 @@ void GPUContextDX12::BindVB(const Span<GPUBuffer*>& vertexBuffers, const uint32*
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{
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ASSERT(vertexBuffers.Length() >= 0 && vertexBuffers.Length() <= GPU_MAX_VB_BINDED);
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bool vbEdited = _vbCount != vertexBuffers.Length();
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D3D12_VERTEX_BUFFER_VIEW views[GPU_MAX_VB_BINDED];
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__declspec(align(16)) D3D12_VERTEX_BUFFER_VIEW views[GPU_MAX_VB_BINDED];
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for (int32 i = 0; i < vertexBuffers.Length(); i++)
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{
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const auto vbDX12 = static_cast<GPUBufferDX12*>(vertexBuffers[i]);
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