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RenderState: Use operator== for operator!= and adjust constructors
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@ -18,18 +18,6 @@ void RasterizationState::Generate(const BPMemory& bp, PrimitiveType primitive_ty
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cullmode = CullMode::None;
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}
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RasterizationState& RasterizationState::operator=(const RasterizationState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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FramebufferState& FramebufferState::operator=(const FramebufferState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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void DepthState::Generate(const BPMemory& bp)
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{
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testenable = bp.zmode.testenable.Value();
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@ -37,12 +25,6 @@ void DepthState::Generate(const BPMemory& bp)
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func = bp.zmode.func.Value();
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}
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DepthState& DepthState::operator=(const DepthState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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// If the framebuffer format has no alpha channel, it is assumed to
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// ONE on blending. As the backends may emulate this framebuffer
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// configuration with an alpha channel, we just drop all references
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@ -217,12 +199,6 @@ void BlendingState::ApproximateLogicOpWithBlending()
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dstfactor = approximations[u32(logicmode.Value())].dstfactor;
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}
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BlendingState& BlendingState::operator=(const BlendingState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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void SamplerState::Generate(const BPMemory& bp, u32 index)
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{
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auto tex = bp.tex.GetUnit(index);
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@ -249,12 +225,6 @@ void SamplerState::Generate(const BPMemory& bp, u32 index)
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anisotropic_filtering = 0;
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}
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SamplerState& SamplerState::operator=(const SamplerState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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namespace RenderState
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{
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RasterizationState GetInvalidRasterizationState()
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