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D3D12: Fix crash/errors when switching MSAA modes while running
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@ -95,6 +95,9 @@ public:
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HRESULT GetPipelineStateObjectFromCache(D3D12_GRAPHICS_PIPELINE_STATE_DESC* pso_desc, ID3D12PipelineState** pso);
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HRESULT GetPipelineStateObjectFromCache(SmallPsoDesc* pso_desc, ID3D12PipelineState** pso, D3D12_PRIMITIVE_TOPOLOGY_TYPE topology, const GeometryShaderUid* gs_uid, const PixelShaderUid* ps_uid, const VertexShaderUid* vs_uid);
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// Called when the MSAA count/quality changes. Invalidates all small PSOs.
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void OnMSAASettingsChanged();
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// Release all cached states and clear hash tables.
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void Clear();
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@ -126,7 +129,8 @@ private:
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lhs.BlendState.RenderTarget[0].DestBlend,
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lhs.BlendState.RenderTarget[0].SrcBlend,
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lhs.BlendState.RenderTarget[0].RenderTargetWriteMask,
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lhs.RTVFormats[0]) ==
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lhs.RTVFormats[0],
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lhs.SampleDesc.Count) ==
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std::tie(rhs.PS.pShaderBytecode, rhs.VS.pShaderBytecode, rhs.GS.pShaderBytecode,
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rhs.RasterizerState.CullMode,
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rhs.DepthStencilState.DepthEnable,
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@ -137,7 +141,8 @@ private:
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rhs.BlendState.RenderTarget[0].DestBlend,
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rhs.BlendState.RenderTarget[0].SrcBlend,
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rhs.BlendState.RenderTarget[0].RenderTargetWriteMask,
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rhs.RTVFormats[0]);
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rhs.RTVFormats[0],
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rhs.SampleDesc.Count);
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}
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};
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