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D3D: Implement Z pokes.
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@ -442,7 +442,7 @@ struct
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struct
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{
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float x1, y1, x2, y2;
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float x1, y1, x2, y2, z;
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u32 col;
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} draw_quad_data;
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@ -572,19 +572,19 @@ void drawShadedTexQuad(ID3D11ShaderResourceView* texture,
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// Fills a certain area of the current render target with the specified color
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// destination coordinates normalized to (-1;1)
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void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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void drawColorQuad(u32 Color, float z, float x1, float y1, float x2, float y2)
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{
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ColVertex coords[4] = {
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{ x1, y2, 0.f, Color },
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{ x2, y2, 0.f, Color },
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{ x1, y1, 0.f, Color },
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{ x2, y1, 0.f, Color },
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{ x1, y1, z, Color },
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{ x2, y1, z, Color },
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{ x1, y2, z, Color },
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{ x2, y2, z, Color },
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};
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if (cq_observer ||
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draw_quad_data.x1 != x1 || draw_quad_data.y1 != y1 ||
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draw_quad_data.x2 != x2 || draw_quad_data.y2 != y2 ||
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draw_quad_data.col != Color)
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draw_quad_data.col != Color || draw_quad_data.z != z)
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{
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cq_offset = util_vbuf->AppendData(coords, sizeof(coords), sizeof(ColVertex));
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cq_observer = false;
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@ -594,10 +594,11 @@ void drawColorQuad(u32 Color, float x1, float y1, float x2, float y2)
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draw_quad_data.x2 = x2;
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draw_quad_data.y2 = y2;
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draw_quad_data.col = Color;
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draw_quad_data.z = z;
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}
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stateman->SetVertexShader(VertexShaderCache::GetClearVertexShader());
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stateman->SetGeometryShader(g_ActiveConfig.iStereoMode > 0 ? GeometryShaderCache::GetClearGeometryShader() : nullptr);
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stateman->SetGeometryShader(GeometryShaderCache::GetClearGeometryShader());
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stateman->SetPixelShader(PixelShaderCache::GetClearProgram());
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stateman->SetInputLayout(VertexShaderCache::GetClearInputLayout());
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