Renderer: Move depth state to VideoCommon and seperate from bpmem

This commit is contained in:
Stenzek
2017-04-30 15:54:45 +10:00
parent 4d36f0cc87
commit 2869c570f1
20 changed files with 80 additions and 104 deletions

View File

@ -456,10 +456,9 @@ ID3D11RasterizerState* StateCache::Get(RasterizerState state)
return res;
}
ID3D11DepthStencilState* StateCache::Get(ZMode state)
ID3D11DepthStencilState* StateCache::Get(DepthState state)
{
auto it = m_depth.find(state.hex);
if (it != m_depth.end())
return it->second;
@ -472,6 +471,7 @@ ID3D11DepthStencilState* StateCache::Get(ZMode state)
depthdc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthdc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
// Less/greater are swapped due to inverted depth.
const D3D11_COMPARISON_FUNC d3dCmpFuncs[8] = {
D3D11_COMPARISON_NEVER, D3D11_COMPARISON_GREATER, D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_GREATER_EQUAL, D3D11_COMPARISON_LESS, D3D11_COMPARISON_NOT_EQUAL,