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AbstractTexture: Move Bind() method to Renderer
This makes state tracking simpler, and enables easier porting to command lists later on.
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@ -733,11 +733,24 @@ void Renderer::SetDepthState(const DepthState& state)
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m_gx_state.zmode.hex = state.hex;
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}
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void Renderer::SetTexture(u32 index, const AbstractTexture* texture)
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{
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D3D::stateman->SetTexture(
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index,
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texture ? static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV() : nullptr);
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}
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void Renderer::SetSamplerState(u32 index, const SamplerState& state)
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{
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m_gx_state.samplers[index].hex = state.hex;
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}
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void Renderer::UnbindTexture(const AbstractTexture* texture)
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{
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D3D::stateman->UnsetTexture(
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static_cast<const DXTexture*>(texture)->GetRawTexIdentifier()->GetSRV());
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}
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void Renderer::SetInterlacingMode()
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{
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// TODO
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