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https://github.com/doitsujin/dxvk.git
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[d3d8] Properly initialize state block data
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8ead28e481
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84ad2ea261
@ -1,61 +1,111 @@
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#include "d3d8_device.h"
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#include "d3d8_state_block.h"
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HRESULT dxvk::D3D8StateBlock::Capture() {
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if (unlikely(m_stateBlock == nullptr))
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return D3DERR_INVALIDCALL;
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namespace dxvk {
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if (m_capture.vs) m_device->GetVertexShader(&m_vertexShader);
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if (m_capture.ps) m_device->GetPixelShader(&m_pixelShader);
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D3D8StateBlock::D3D8StateBlock(
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D3D8Device* pDevice,
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D3DSTATEBLOCKTYPE Type,
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Com<d3d9::IDirect3DStateBlock9>&& pStateBlock)
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: m_device(pDevice)
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, m_stateBlock(std::move(pStateBlock))
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, m_type(Type)
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, m_isSWVP(pDevice->GetD3D9()->GetSoftwareVertexProcessing()) {
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if (Type == D3DSBT_VERTEXSTATE || Type == D3DSBT_ALL) {
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// Lights, D3DTSS_TEXCOORDINDEX and D3DTSS_TEXTURETRANSFORMFLAGS,
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// vertex shader, VS constants, and various render states.
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m_capture.vs = true;
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}
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for (DWORD stage = 0; stage < m_textures.size(); stage++) {
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if (m_capture.textures.get(stage))
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m_textures[stage] = m_device->m_textures[stage].ptr();
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if (Type == D3DSBT_PIXELSTATE || Type == D3DSBT_ALL) {
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// Pixel shader, PS constants, and various RS/TSS states.
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m_capture.ps = true;
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}
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if (Type == D3DSBT_ALL) {
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m_capture.indices = true;
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m_capture.swvp = true;
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m_capture.textures.setAll();
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m_capture.streams.setAll();
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}
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m_textures.fill(nullptr);
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m_streams.fill(D3D8VBOP());
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}
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for (DWORD stream = 0; stream < m_streams.size(); stream++) {
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if (m_capture.streams.get(stream)) {
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m_streams[stream].buffer = m_device->m_streams[stream].buffer.ptr();
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m_streams[stream].stride = m_device->m_streams[stream].stride;
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// Construct a state block without a D3D9 object
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D3D8StateBlock::D3D8StateBlock(D3D8Device* pDevice)
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: D3D8StateBlock(pDevice, D3DSTATEBLOCKTYPE(0), nullptr) {
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}
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D3D8StateBlock::~D3D8StateBlock() {}
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// Attach a D3D9 object to a state block that doesn't have one yet
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void D3D8StateBlock::SetD3D9(Com<d3d9::IDirect3DStateBlock9>&& pStateBlock) {
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if (likely(m_stateBlock == nullptr)) {
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m_stateBlock = std::move(pStateBlock);
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} else {
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Logger::err("D3D8StateBlock::SetD3D9: m_stateBlock has already been initialized");
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}
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}
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if (m_capture.indices) {
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m_baseVertexIndex = m_device->m_baseVertexIndex;
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m_indices = m_device->m_indices.ptr();
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HRESULT D3D8StateBlock::Capture() {
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if (unlikely(m_stateBlock == nullptr))
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return D3DERR_INVALIDCALL;
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if (m_capture.vs) m_device->GetVertexShader(&m_vertexShader);
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if (m_capture.ps) m_device->GetPixelShader(&m_pixelShader);
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for (DWORD stage = 0; stage < m_textures.size(); stage++) {
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if (m_capture.textures.get(stage))
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m_textures[stage] = m_device->m_textures[stage].ptr();
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}
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for (DWORD stream = 0; stream < m_streams.size(); stream++) {
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if (m_capture.streams.get(stream)) {
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m_streams[stream].buffer = m_device->m_streams[stream].buffer.ptr();
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m_streams[stream].stride = m_device->m_streams[stream].stride;
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}
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}
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if (m_capture.indices) {
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m_baseVertexIndex = m_device->m_baseVertexIndex;
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m_indices = m_device->m_indices.ptr();
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}
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if (m_capture.swvp)
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m_device->GetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, (DWORD*)&m_isSWVP);
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return m_stateBlock->Capture();
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}
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if (m_capture.swvp)
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m_device->GetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, (DWORD*)&m_isSWVP);
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HRESULT D3D8StateBlock::Apply() {
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if (unlikely(m_stateBlock == nullptr))
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return D3DERR_INVALIDCALL;
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HRESULT res = m_stateBlock->Apply();
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if (m_capture.vs) m_device->SetVertexShader(m_vertexShader);
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if (m_capture.ps) m_device->SetPixelShader(m_pixelShader);
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for (DWORD stage = 0; stage < m_textures.size(); stage++) {
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if (m_capture.textures.get(stage))
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m_device->SetTexture(stage, m_textures[stage]);
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}
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for (DWORD stream = 0; stream < m_streams.size(); stream++) {
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if (m_capture.streams.get(stream))
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m_device->SetStreamSource(stream, m_streams[stream].buffer, m_streams[stream].stride);
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}
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if (m_capture.indices)
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m_device->SetIndices(m_indices, m_baseVertexIndex);
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// This was a very easy footgun for D3D8 applications.
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if (m_capture.swvp)
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m_device->SetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, m_isSWVP);
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return res;
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}
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return m_stateBlock->Capture();
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}
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HRESULT dxvk::D3D8StateBlock::Apply() {
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if (unlikely(m_stateBlock == nullptr))
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return D3DERR_INVALIDCALL;
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HRESULT res = m_stateBlock->Apply();
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if (m_capture.vs) m_device->SetVertexShader(m_vertexShader);
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if (m_capture.ps) m_device->SetPixelShader(m_pixelShader);
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for (DWORD stage = 0; stage < m_textures.size(); stage++) {
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if (m_capture.textures.get(stage))
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m_device->SetTexture(stage, m_textures[stage]);
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}
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for (DWORD stream = 0; stream < m_streams.size(); stream++) {
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if (m_capture.streams.get(stream))
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m_device->SetStreamSource(stream, m_streams[stream].buffer, m_streams[stream].stride);
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}
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if (m_capture.indices)
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m_device->SetIndices(m_indices, m_baseVertexIndex);
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// This was a very easy footgun for D3D8 applications.
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if (m_capture.swvp)
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m_device->SetRenderState(D3DRS_SOFTWAREVERTEXPROCESSING, m_isSWVP);
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return res;
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}
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@ -39,47 +39,13 @@ namespace dxvk {
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D3D8StateBlock(
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D3D8Device* pDevice,
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D3DSTATEBLOCKTYPE Type,
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Com<d3d9::IDirect3DStateBlock9>&& pStateBlock)
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: m_device(pDevice)
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, m_stateBlock(std::move(pStateBlock))
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, m_type(Type) {
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if (Type == D3DSBT_VERTEXSTATE || Type == D3DSBT_ALL) {
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// Lights, D3DTSS_TEXCOORDINDEX and D3DTSS_TEXTURETRANSFORMFLAGS,
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// vertex shader, VS constants, and various render states.
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m_capture.vs = true;
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}
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Com<d3d9::IDirect3DStateBlock9>&& pStateBlock);
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if (Type == D3DSBT_PIXELSTATE || Type == D3DSBT_ALL) {
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// Pixel shader, PS constants, and various RS/TSS states.
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m_capture.ps = true;
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}
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D3D8StateBlock(D3D8Device* pDevice);
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if (Type == D3DSBT_ALL) {
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m_capture.indices = true;
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m_capture.swvp = true;
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m_capture.textures.setAll();
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m_capture.streams.setAll();
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}
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~D3D8StateBlock();
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m_textures.fill(nullptr);
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m_streams.fill(D3D8VBOP());
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}
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~D3D8StateBlock() {}
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// Construct a state block without a D3D9 object
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D3D8StateBlock(D3D8Device* pDevice)
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: D3D8StateBlock(pDevice, D3DSTATEBLOCKTYPE(0), nullptr) {
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}
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// Attach a D3D9 object to a state block that doesn't have one yet
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void SetD3D9(Com<d3d9::IDirect3DStateBlock9>&& pStateBlock) {
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if (likely(m_stateBlock == nullptr)) {
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m_stateBlock = std::move(pStateBlock);
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} else {
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Logger::err("D3D8StateBlock::SetD3D9: m_stateBlock has already been initialized");
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}
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}
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void SetD3D9(Com<d3d9::IDirect3DStateBlock9>&& pStateBlock);
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HRESULT Capture();
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@ -126,6 +92,7 @@ namespace dxvk {
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}
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private:
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D3D8Device* m_device;
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Com<d3d9::IDirect3DStateBlock9> m_stateBlock;
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D3DSTATEBLOCKTYPE m_type;
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@ -135,21 +102,21 @@ namespace dxvk {
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UINT stride = 0;
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};
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private: // State Data //
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// State Data //
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D3D8StateCapture m_capture;
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DWORD m_vertexShader; // vs
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DWORD m_pixelShader; // ps
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DWORD m_vertexShader = 0;
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DWORD m_pixelShader = 0;
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std::array<IDirect3DBaseTexture8*, d8caps::MAX_TEXTURE_STAGES> m_textures; // textures
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std::array<D3D8VBOP, d8caps::MAX_STREAMS> m_streams; // stream data
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std::array<IDirect3DBaseTexture8*, d8caps::MAX_TEXTURE_STAGES> m_textures;
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std::array<D3D8VBOP, d8caps::MAX_STREAMS> m_streams;
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IDirect3DIndexBuffer8* m_indices = nullptr; // indices
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UINT m_baseVertexIndex; // indices
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IDirect3DIndexBuffer8* m_indices = nullptr;
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UINT m_baseVertexIndex = 0;
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bool m_isSWVP; // D3DRS_SOFTWAREVERTEXPROCESSING
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};
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}
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