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Move shader caches to VideoCommon
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@ -4,7 +4,6 @@
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#pragma once
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#include <array>
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#include <d3d11.h>
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#include <string>
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#include "VideoBackends/D3D/D3DState.h"
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@ -41,10 +40,7 @@ public:
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void SetAndClearFramebuffer(const AbstractFramebuffer* framebuffer,
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const ClearColor& color_value = {},
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float depth_value = 0.0f) override;
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void SetBlendingState(const BlendingState& state) override;
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void SetScissorRect(const MathUtil::Rectangle<int>& rc) override;
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void SetRasterizationState(const RasterizationState& state) override;
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void SetDepthState(const DepthState& state) override;
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void SetTexture(u32 index, const AbstractTexture* texture) override;
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void SetSamplerState(u32 index, const SamplerState& state) override;
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void UnbindTexture(const AbstractTexture* texture) override;
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@ -54,10 +50,6 @@ public:
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void SetFullscreen(bool enable_fullscreen) override;
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bool IsFullscreen() const override;
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// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
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void ApplyState() override;
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void RestoreState() override;
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void RenderText(const std::string& text, int left, int top, u32 color) override;
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u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
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@ -84,14 +76,6 @@ public:
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u32 groups_x, u32 groups_y, u32 groups_z) override;
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private:
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struct GXPipelineState
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{
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std::array<SamplerState, 8> samplers;
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BlendingState blend;
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DepthState zmode;
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RasterizationState raster;
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};
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void SetupDeviceObjects();
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void TeardownDeviceObjects();
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void Create3DVisionTexture(int width, int height);
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@ -106,7 +90,6 @@ private:
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void UpdateUtilityVertexBuffer(const void* vertices, u32 vertex_stride, u32 num_vertices);
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StateCache m_state_cache;
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GXPipelineState m_gx_state;
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std::array<ID3D11BlendState*, 4> m_clear_blend_states{};
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std::array<ID3D11DepthStencilState*, 3> m_clear_depth_states{};
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