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D3D: Support logic op through integer render target view
This brings D3D to parity with OpenGL and Vulkan.
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@ -75,12 +75,9 @@ public:
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static D3DTexture2D*& GetResolvedEFBDepthTexture();
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static D3DTexture2D*& GetEFBColorTempTexture() { return m_efb.color_temp_tex; }
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static void SwapReinterpretTexture()
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{
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D3DTexture2D* swaptex = GetEFBColorTempTexture();
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m_efb.color_temp_tex = GetEFBColorTexture();
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m_efb.color_tex = swaptex;
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}
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static void SwapReinterpretTexture();
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static void SetIntegerEFBRenderTarget(bool enabled);
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static void BindEFBRenderTarget(bool bind_depth = true);
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private:
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std::unique_ptr<XFBSourceBase> CreateXFBSource(unsigned int target_width,
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@ -94,6 +91,7 @@ private:
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static struct Efb
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{
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D3DTexture2D* color_tex;
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ID3D11RenderTargetView* color_int_rtv;
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ID3D11Texture2D* color_staging_buf;
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D3DTexture2D* color_read_texture;
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@ -102,6 +100,7 @@ private:
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D3DTexture2D* depth_read_texture;
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D3DTexture2D* color_temp_tex;
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ID3D11RenderTargetView* color_temp_int_rtv;
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D3DTexture2D* resolved_color_tex;
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D3DTexture2D* resolved_depth_tex;
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