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https://github.com/dolphin-emu/dolphin.git
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Move most backend functionality to VideoCommon
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@ -22,11 +22,11 @@ DXPipeline::DXPipeline(ID3D11InputLayout* input_layout, ID3D11VertexShader* vert
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ID3D11GeometryShader* geometry_shader, ID3D11PixelShader* pixel_shader,
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ID3D11RasterizerState* rasterizer_state,
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ID3D11DepthStencilState* depth_state, ID3D11BlendState* blend_state,
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D3D11_PRIMITIVE_TOPOLOGY primitive_topology)
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D3D11_PRIMITIVE_TOPOLOGY primitive_topology, bool use_logic_op)
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: m_input_layout(input_layout), m_vertex_shader(vertex_shader),
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m_geometry_shader(geometry_shader), m_pixel_shader(pixel_shader),
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m_rasterizer_state(rasterizer_state), m_depth_state(depth_state), m_blend_state(blend_state),
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m_primitive_topology(primitive_topology)
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m_primitive_topology(primitive_topology), m_use_logic_op(use_logic_op)
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{
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if (m_input_layout)
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m_input_layout->AddRef();
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@ -84,13 +84,16 @@ std::unique_ptr<DXPipeline> DXPipeline::Create(const AbstractPipelineConfig& con
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ASSERT(vertex_shader != nullptr && pixel_shader != nullptr);
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ID3D11InputLayout* input_layout =
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const_cast<D3DVertexFormat*>(static_cast<const D3DVertexFormat*>(config.vertex_format))
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->GetInputLayout(vertex_shader->GetByteCode());
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config.vertex_format ?
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const_cast<D3DVertexFormat*>(static_cast<const D3DVertexFormat*>(config.vertex_format))
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->GetInputLayout(vertex_shader->GetByteCode().data(),
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vertex_shader->GetByteCode().size()) :
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nullptr;
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return std::make_unique<DXPipeline>(input_layout, vertex_shader->GetD3DVertexShader(),
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geometry_shader ? geometry_shader->GetD3DGeometryShader() :
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nullptr,
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pixel_shader->GetD3DPixelShader(), rasterizer_state,
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depth_state, blend_state, primitive_topology);
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return std::make_unique<DXPipeline>(
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input_layout, vertex_shader->GetD3DVertexShader(),
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geometry_shader ? geometry_shader->GetD3DGeometryShader() : nullptr,
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pixel_shader->GetD3DPixelShader(), rasterizer_state, depth_state, blend_state,
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primitive_topology, config.blending_state.logicopenable);
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}
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} // namespace DX11
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