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[d3d11] Remove obsolete DefaultDesc methods from state classes
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68c257fc0d
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@ -125,31 +125,6 @@ namespace dxvk {
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}
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D3D11_BLEND_DESC1 D3D11BlendState::DefaultDesc() {
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D3D11_BLEND_DESC1 dstDesc;
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dstDesc.AlphaToCoverageEnable = FALSE;
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dstDesc.IndependentBlendEnable = FALSE;
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// 1-7 must be ignored if IndependentBlendEnable is disabled so
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// technically this is not needed, but since this structure is
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// going to be copied around we'll initialize it nonetheless
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for (uint32_t i = 0; i < 8; i++) {
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dstDesc.RenderTarget[i].BlendEnable = FALSE;
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dstDesc.RenderTarget[i].LogicOpEnable = FALSE;
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dstDesc.RenderTarget[i].SrcBlend = D3D11_BLEND_ONE;
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dstDesc.RenderTarget[i].DestBlend = D3D11_BLEND_ZERO;
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dstDesc.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
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dstDesc.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
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dstDesc.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
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dstDesc.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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dstDesc.RenderTarget[i].LogicOp = D3D11_LOGIC_OP_NOOP;
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dstDesc.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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}
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return dstDesc;
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}
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D3D11_BLEND_DESC1 D3D11BlendState::PromoteDesc(const D3D11_BLEND_DESC* pSrcDesc) {
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D3D11_BLEND_DESC1 dstDesc;
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dstDesc.AlphaToCoverageEnable = pSrcDesc->AlphaToCoverageEnable;
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@ -173,8 +148,6 @@ namespace dxvk {
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HRESULT D3D11BlendState::NormalizeDesc(D3D11_BLEND_DESC1* pDesc) {
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const D3D11_BLEND_DESC1 defaultDesc = DefaultDesc();
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if (pDesc->AlphaToCoverageEnable)
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pDesc->AlphaToCoverageEnable = TRUE;
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@ -198,12 +171,12 @@ namespace dxvk {
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rt->BlendOp, rt->BlendOpAlpha))
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return E_INVALIDARG;
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} else {
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rt->SrcBlend = defaultDesc.RenderTarget[0].SrcBlend;
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rt->DestBlend = defaultDesc.RenderTarget[0].DestBlend;
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rt->BlendOp = defaultDesc.RenderTarget[0].BlendOp;
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rt->SrcBlendAlpha = defaultDesc.RenderTarget[0].SrcBlendAlpha;
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rt->DestBlendAlpha = defaultDesc.RenderTarget[0].DestBlendAlpha;
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rt->BlendOpAlpha = defaultDesc.RenderTarget[0].BlendOpAlpha;
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rt->SrcBlend = D3D11_BLEND_ONE;
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rt->DestBlend = D3D11_BLEND_ZERO;
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rt->BlendOp = D3D11_BLEND_OP_ADD;
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rt->SrcBlendAlpha = D3D11_BLEND_ONE;
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rt->DestBlendAlpha = D3D11_BLEND_ZERO;
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rt->BlendOpAlpha = D3D11_BLEND_OP_ADD;
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}
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if (rt->LogicOpEnable) {
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@ -216,7 +189,7 @@ namespace dxvk {
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|| !ValidateLogicOp(rt->LogicOp))
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return E_INVALIDARG;
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} else {
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rt->LogicOp = defaultDesc.RenderTarget[0].LogicOp;
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rt->LogicOp = D3D11_LOGIC_OP_NOOP;
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}
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if (rt->RenderTargetWriteMask > D3D11_COLOR_WRITE_ENABLE_ALL)
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@ -47,8 +47,6 @@ namespace dxvk {
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return &m_d3d10;
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}
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static D3D11_BLEND_DESC1 DefaultDesc();
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static D3D11_BLEND_DESC1 PromoteDesc(
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const D3D11_BLEND_DESC* pSrcDesc);
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@ -77,37 +77,15 @@ namespace dxvk {
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}
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D3D11_DEPTH_STENCIL_DESC D3D11DepthStencilState::DefaultDesc() {
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D3D11_DEPTH_STENCILOP_DESC stencilOp;
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stencilOp.StencilFunc = D3D11_COMPARISON_ALWAYS;
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stencilOp.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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stencilOp.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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stencilOp.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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D3D11_DEPTH_STENCIL_DESC dstDesc;
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dstDesc.DepthEnable = TRUE;
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dstDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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dstDesc.DepthFunc = D3D11_COMPARISON_LESS;
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dstDesc.StencilEnable = FALSE;
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dstDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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dstDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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dstDesc.FrontFace = stencilOp;
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dstDesc.BackFace = stencilOp;
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return dstDesc;
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}
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HRESULT D3D11DepthStencilState::NormalizeDesc(D3D11_DEPTH_STENCIL_DESC* pDesc) {
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const D3D11_DEPTH_STENCIL_DESC defaultDesc = DefaultDesc();
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if (pDesc->DepthEnable) {
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pDesc->DepthEnable = TRUE;
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if (!ValidateDepthFunc(pDesc->DepthFunc))
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return E_INVALIDARG;
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} else {
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pDesc->DepthFunc = defaultDesc.DepthFunc;
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pDesc->DepthWriteMask = defaultDesc.DepthWriteMask;
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pDesc->DepthFunc = D3D11_COMPARISON_LESS;
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pDesc->DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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}
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if (!ValidateDepthWriteMask(pDesc->DepthWriteMask))
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@ -128,10 +106,16 @@ namespace dxvk {
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|| !ValidateStencilOp(pDesc->BackFace.StencilPassOp))
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return E_INVALIDARG;
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} else {
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pDesc->FrontFace = defaultDesc.FrontFace;
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pDesc->BackFace = defaultDesc.BackFace;
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pDesc->StencilReadMask = defaultDesc.StencilReadMask;
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pDesc->StencilWriteMask = defaultDesc.StencilWriteMask;
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D3D11_DEPTH_STENCILOP_DESC stencilOp;
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stencilOp.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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stencilOp.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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stencilOp.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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stencilOp.StencilFunc = D3D11_COMPARISON_ALWAYS;
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pDesc->FrontFace = stencilOp;
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pDesc->BackFace = stencilOp;
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pDesc->StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
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pDesc->StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
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}
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return S_OK;
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@ -43,8 +43,6 @@ namespace dxvk {
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return &m_d3d10;
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}
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static D3D11_DEPTH_STENCIL_DESC DefaultDesc();
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static HRESULT NormalizeDesc(
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D3D11_DEPTH_STENCIL_DESC* pDesc);
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@ -140,24 +140,6 @@ namespace dxvk {
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}
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D3D11_RASTERIZER_DESC2 D3D11RasterizerState::DefaultDesc() {
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D3D11_RASTERIZER_DESC2 dstDesc;
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dstDesc.FillMode = D3D11_FILL_SOLID;
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dstDesc.CullMode = D3D11_CULL_BACK;
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dstDesc.FrontCounterClockwise = FALSE;
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dstDesc.DepthBias = 0;
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dstDesc.SlopeScaledDepthBias = 0.0f;
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dstDesc.DepthBiasClamp = 0.0f;
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dstDesc.DepthClipEnable = TRUE;
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dstDesc.ScissorEnable = FALSE;
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dstDesc.MultisampleEnable = FALSE;
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dstDesc.AntialiasedLineEnable = FALSE;
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dstDesc.ForcedSampleCount = 0;
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dstDesc.ConservativeRaster = D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF;
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return dstDesc;
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}
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D3D11_RASTERIZER_DESC2 D3D11RasterizerState::PromoteDesc(
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const D3D11_RASTERIZER_DESC* pSrcDesc) {
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D3D11_RASTERIZER_DESC2 dstDesc;
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@ -52,8 +52,6 @@ namespace dxvk {
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return &m_d3d10;
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}
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static D3D11_RASTERIZER_DESC2 DefaultDesc();
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static D3D11_RASTERIZER_DESC2 PromoteDesc(
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const D3D11_RASTERIZER_DESC* pDesc);
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