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[d3d11] Clean up rasterizer state initialization

The error messages are pointless since all of this is already
handled in NormalizeDesc.
This commit is contained in:
Philip Rebohle 2019-04-29 16:22:42 +02:00
parent 06c144f075
commit 2afe5ec141

View File

@ -9,32 +9,20 @@ namespace dxvk {
: m_device(device), m_desc(desc), m_d3d10(this) { : m_device(device), m_desc(desc), m_d3d10(this) {
// Polygon mode. Determines whether the rasterizer fills // Polygon mode. Determines whether the rasterizer fills
// a polygon or renders lines connecting the vertices. // a polygon or renders lines connecting the vertices.
m_state.polygonMode = VK_POLYGON_MODE_FILL;
switch (desc.FillMode) { switch (desc.FillMode) {
case D3D11_FILL_WIREFRAME: m_state.polygonMode = VK_POLYGON_MODE_LINE; break;
case D3D11_FILL_SOLID: m_state.polygonMode = VK_POLYGON_MODE_FILL; break;
default: default:
Logger::err(str::format( case D3D11_FILL_SOLID: m_state.polygonMode = VK_POLYGON_MODE_FILL; break;
"D3D11RasterizerState: Unsupported fill mode: ", case D3D11_FILL_WIREFRAME: m_state.polygonMode = VK_POLYGON_MODE_LINE; break;
desc.FillMode));
} }
// Face culling properties. The rasterizer may discard // Face culling properties. The rasterizer may discard
// polygons that are facing towards or away from the // polygons that are facing towards or away from the
// viewer, depending on the options below. // viewer, depending on the options below.
m_state.cullMode = VK_CULL_MODE_NONE;
switch (desc.CullMode) { switch (desc.CullMode) {
default:
case D3D11_CULL_NONE: m_state.cullMode = VK_CULL_MODE_NONE; break; case D3D11_CULL_NONE: m_state.cullMode = VK_CULL_MODE_NONE; break;
case D3D11_CULL_FRONT: m_state.cullMode = VK_CULL_MODE_FRONT_BIT; break; case D3D11_CULL_FRONT: m_state.cullMode = VK_CULL_MODE_FRONT_BIT; break;
case D3D11_CULL_BACK: m_state.cullMode = VK_CULL_MODE_BACK_BIT; break; case D3D11_CULL_BACK: m_state.cullMode = VK_CULL_MODE_BACK_BIT; break;
default:
Logger::err(str::format(
"D3D11RasterizerState: Unsupported cull mode: ",
desc.CullMode));
} }
m_state.frontFace = desc.FrontCounterClockwise m_state.frontFace = desc.FrontCounterClockwise