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https://github.com/Ryujinx-NX/Ryujinx.git
synced 2024-11-14 13:07:41 -07:00
Avoid setting DepthBias when not needed.
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1a919e99b2
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@ -47,7 +47,8 @@ namespace Ryujinx.Graphics.GAL
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void SetBlendState(AdvancedBlendDescriptor blend);
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void SetBlendState(int index, BlendDescriptor blend);
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void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp);
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void SetDepthBias(float factor, float units, float clamp);
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void SetDepthBiasEnable(PolygonModeMask enables);
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void SetDepthClamp(bool clamp);
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void SetDepthMode(DepthMode mode);
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void SetDepthTest(DepthTestDescriptor depthTest);
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@ -116,6 +116,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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Register<SetBlendStateAdvancedCommand>(CommandType.SetBlendStateAdvanced);
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Register<SetBlendStateCommand>(CommandType.SetBlendState);
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Register<SetDepthBiasCommand>(CommandType.SetDepthBias);
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Register<SetDepthBiasEnableCommand>(CommandType.SetDepthBiasEnable);
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Register<SetDepthClampCommand>(CommandType.SetDepthClamp);
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Register<SetDepthModeCommand>(CommandType.SetDepthMode);
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Register<SetDepthTestCommand>(CommandType.SetDepthTest);
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@ -76,6 +76,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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SetBlendStateAdvanced,
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SetBlendState,
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SetDepthBias,
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SetDepthBiasEnable,
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SetDepthClamp,
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SetDepthMode,
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SetDepthTest,
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@ -3,14 +3,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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struct SetDepthBiasCommand : IGALCommand, IGALCommand<SetDepthBiasCommand>
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{
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public readonly CommandType CommandType => CommandType.SetDepthBias;
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private PolygonModeMask _enables;
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private float _factor;
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private float _units;
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private float _clamp;
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public void Set(PolygonModeMask enables, float factor, float units, float clamp)
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public void Set(float factor, float units, float clamp)
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{
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_enables = enables;
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_factor = factor;
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_units = units;
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_clamp = clamp;
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@ -18,7 +16,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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public static void Run(ref SetDepthBiasCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetDepthBias(command._enables, command._factor, command._units, command._clamp);
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renderer.Pipeline.SetDepthBias(command._factor, command._units, command._clamp);
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}
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}
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}
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@ -0,0 +1,19 @@
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namespace Ryujinx.Graphics.GAL.Multithreading.Commands
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{
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struct SetDepthBiasEnableCommand : IGALCommand, IGALCommand<SetDepthBiasEnableCommand>
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{
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public readonly CommandType CommandType => CommandType.SetDepthBias;
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private PolygonModeMask _enables;
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public void Set(PolygonModeMask enables)
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{
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_enables = enables;
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}
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public static void Run(ref SetDepthBiasEnableCommand command, ThreadedRenderer threaded, IRenderer renderer)
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{
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renderer.Pipeline.SetDepthBiasEnable(command._enables);
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}
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}
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}
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@ -141,9 +141,15 @@ namespace Ryujinx.Graphics.GAL.Multithreading
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_renderer.QueueCommand();
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}
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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public void SetDepthBias(float factor, float units, float clamp)
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{
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_renderer.New<SetDepthBiasCommand>().Set(enables, factor, units, clamp);
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_renderer.New<SetDepthBiasCommand>().Set(factor, units, clamp);
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_renderer.QueueCommand();
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}
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public void SetDepthBiasEnable(PolygonModeMask enables)
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{
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_renderer.New<SetDepthBiasEnableCommand>().Set(enables);
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_renderer.QueueCommand();
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}
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@ -849,12 +849,25 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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PolygonModeMask enables;
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enables = (depthBias.PointEnable ? PolygonModeMask.Point : 0);
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enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0);
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enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0);
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if (factor == 0 && units == 0)
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{
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enables = 0;
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}
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else
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{
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enables = (depthBias.PointEnable ? PolygonModeMask.Point : 0);
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enables |= (depthBias.LineEnable ? PolygonModeMask.Line : 0);
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enables |= (depthBias.FillEnable ? PolygonModeMask.Fill : 0);
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}
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_pipeline.BiasEnable = enables;
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_context.Renderer.Pipeline.SetDepthBias(enables, factor, units / 2f, clamp);
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_context.Renderer.Pipeline.SetDepthBiasEnable(enables);
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if (enables != 0)
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{
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_context.Renderer.Pipeline.SetDepthBias(factor, units / 2f, clamp);
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}
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}
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/// <summary>
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@ -831,8 +831,25 @@ namespace Ryujinx.Graphics.OpenGL
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GL.Enable(IndexedEnableCap.Blend, index);
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}
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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public void SetDepthBias(float factor, float units, float clamp)
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{
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if (HwCapabilities.SupportsPolygonOffsetClamp)
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{
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GL.PolygonOffsetClamp(factor, units, clamp);
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}
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else
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{
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GL.PolygonOffset(factor, units);
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}
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}
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public void SetDepthBiasEnable(PolygonModeMask enables)
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{
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if (enables == 0)
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{
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return;
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}
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if ((enables & PolygonModeMask.Point) != 0)
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{
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GL.Enable(EnableCap.PolygonOffsetPoint);
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@ -859,20 +876,6 @@ namespace Ryujinx.Graphics.OpenGL
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{
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GL.Disable(EnableCap.PolygonOffsetFill);
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}
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if (enables == 0)
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{
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return;
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}
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if (HwCapabilities.SupportsPolygonOffsetClamp)
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{
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GL.PolygonOffsetClamp(factor, units, clamp);
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}
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else
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{
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GL.PolygonOffset(factor, units);
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}
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}
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public void SetDepthClamp(bool clamp)
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@ -785,11 +785,17 @@ namespace Ryujinx.Graphics.Vulkan
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SignalStateChange();
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}
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public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp)
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public void SetDepthBias(float factor, float units, float clamp)
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{
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DynamicState.SetDepthBias(factor, units, clamp);
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SignalStateChange();
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}
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public void SetDepthBiasEnable(PolygonModeMask enables)
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{
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_newState.DepthBiasEnable = enables != 0;
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SignalStateChange();
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}
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@ -564,21 +564,29 @@ namespace Ryujinx.Graphics.Vulkan
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}
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bool supportsExtDynamicState = gd.Capabilities.SupportsExtendedDynamicState;
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int dynamicStatesCount = supportsExtDynamicState ? 8 : 7;
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int dynamicStatesCount = supportsExtDynamicState ? 7 : 6;
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if (DepthBiasEnable)
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{
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dynamicStatesCount++;
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}
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DynamicState* dynamicStates = stackalloc DynamicState[dynamicStatesCount];
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dynamicStates[0] = DynamicState.Viewport;
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dynamicStates[1] = DynamicState.Scissor;
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dynamicStates[2] = DynamicState.DepthBias;
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dynamicStates[3] = DynamicState.StencilCompareMask;
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dynamicStates[4] = DynamicState.StencilWriteMask;
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dynamicStates[5] = DynamicState.StencilReference;
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dynamicStates[6] = DynamicState.BlendConstants;
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dynamicStates[2] = DynamicState.StencilCompareMask;
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dynamicStates[3] = DynamicState.StencilWriteMask;
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dynamicStates[4] = DynamicState.StencilReference;
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dynamicStates[5] = DynamicState.BlendConstants;
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if (DepthBiasEnable)
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{
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dynamicStates[6] = DynamicState.DepthBias;
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}
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if (supportsExtDynamicState)
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{
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dynamicStates[7] = DynamicState.VertexInputBindingStrideExt;
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dynamicStates[dynamicStatesCount - 1] = DynamicState.VertexInputBindingStrideExt;
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}
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var pipelineDynamicStateCreateInfo = new PipelineDynamicStateCreateInfo
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