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[d3d11] Set up unused extra state for the backend correctly

This commit is contained in:
Philip Rebohle 2019-05-01 00:32:03 +02:00
parent fc52c1720d
commit 9fc09c843d
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GPG Key ID: C8CC613427A31C99
2 changed files with 15 additions and 1 deletions

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@ -3126,6 +3126,17 @@ namespace dxvk {
}
void D3D11DeviceContext::ApplyUnusedState() {
// Initialize state that isn't exposed in D3D11
EmitCs([] (DxvkContext* ctx) {
DxvkExtraState xs;
xs.alphaCompareOp = VK_COMPARE_OP_ALWAYS;
ctx->setExtraState(xs);
});
}
void D3D11DeviceContext::BindShader(
DxbcProgramType ShaderStage,
const D3D11CommonShader* pShaderModule) {
@ -3565,6 +3576,7 @@ namespace dxvk {
ApplyStencilRef();
ApplyRasterizerState();
ApplyViewportState();
ApplyUnusedState();
BindDrawBuffer(
m_state.id.argBuffer.ptr());

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@ -681,6 +681,8 @@ namespace dxvk {
void ApplyViewportState();
void ApplyUnusedState();
void BindShader(
DxbcProgramType ShaderStage,
const D3D11CommonShader* pShaderModule);