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D3D11: Use blending state from VideoCommon
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@ -12,7 +12,7 @@
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#include "Common/BitField.h"
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#include "Common/CommonTypes.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoCommon/BPMemory.h"
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#include "VideoCommon/RenderState.h"
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struct ID3D11BlendState;
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struct ID3D11DepthStencilState;
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@ -27,18 +27,6 @@ union RasterizerState
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u32 packed;
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};
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union BlendState
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{
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BitField<0, 1, u32> blend_enable;
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BitField<1, 3, D3D11_BLEND_OP> blend_op;
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BitField<4, 4, u32> write_mask;
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BitField<8, 5, D3D11_BLEND> src_blend;
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BitField<13, 5, D3D11_BLEND> dst_blend;
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BitField<18, 1, u32> use_dst_alpha;
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u32 packed;
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};
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union SamplerState
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{
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BitField<0, 3, u64> min_filter;
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@ -59,7 +47,7 @@ public:
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// Get existing or create new render state.
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// Returned objects is owned by the cache and does not need to be released.
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ID3D11SamplerState* Get(SamplerState state);
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ID3D11BlendState* Get(BlendState state);
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ID3D11BlendState* Get(BlendingState state);
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ID3D11RasterizerState* Get(RasterizerState state);
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ID3D11DepthStencilState* Get(ZMode state);
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