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Renderer: Move depth state to VideoCommon and seperate from bpmem
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@ -39,10 +39,7 @@ public:
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{
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return m_pipeline_state.rasterization_state;
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}
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const DepthStencilState& GetDepthStencilState() const
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{
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return m_pipeline_state.depth_stencil_state;
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}
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const DepthState& GetDepthStencilState() const { return m_pipeline_state.depth_state; }
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const BlendingState& GetBlendState() const { return m_pipeline_state.blend_state; }
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void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
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void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
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@ -58,7 +55,7 @@ public:
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void DisableBackFaceCulling();
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void SetRasterizationState(const RasterizationState& state);
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void SetDepthStencilState(const DepthStencilState& state);
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void SetDepthState(const DepthState& state);
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void SetBlendState(const BlendingState& state);
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bool CheckForShaderChanges(u32 gx_primitive_type);
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@ -130,7 +127,7 @@ private:
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struct SerializedPipelineUID
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{
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u32 rasterizer_state_bits;
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u32 depth_stencil_state_bits;
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u32 depth_state_bits;
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u32 blend_state_bits;
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PortableVertexDeclaration vertex_decl;
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VertexShaderUid vs_uid;
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