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mirror of https://github.com/doitsujin/dxvk.git synced 2025-03-13 19:29:14 +01:00

[d3d11] Remove obsolete DefaultDesc methods from state classes

This commit is contained in:
Philip Rebohle 2019-10-14 05:21:24 +02:00
parent 68c257fc0d
commit d899bd2d76
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
6 changed files with 19 additions and 86 deletions

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@ -125,31 +125,6 @@ namespace dxvk {
}
D3D11_BLEND_DESC1 D3D11BlendState::DefaultDesc() {
D3D11_BLEND_DESC1 dstDesc;
dstDesc.AlphaToCoverageEnable = FALSE;
dstDesc.IndependentBlendEnable = FALSE;
// 1-7 must be ignored if IndependentBlendEnable is disabled so
// technically this is not needed, but since this structure is
// going to be copied around we'll initialize it nonetheless
for (uint32_t i = 0; i < 8; i++) {
dstDesc.RenderTarget[i].BlendEnable = FALSE;
dstDesc.RenderTarget[i].LogicOpEnable = FALSE;
dstDesc.RenderTarget[i].SrcBlend = D3D11_BLEND_ONE;
dstDesc.RenderTarget[i].DestBlend = D3D11_BLEND_ZERO;
dstDesc.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
dstDesc.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_ONE;
dstDesc.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_ZERO;
dstDesc.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
dstDesc.RenderTarget[i].LogicOp = D3D11_LOGIC_OP_NOOP;
dstDesc.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
}
return dstDesc;
}
D3D11_BLEND_DESC1 D3D11BlendState::PromoteDesc(const D3D11_BLEND_DESC* pSrcDesc) {
D3D11_BLEND_DESC1 dstDesc;
dstDesc.AlphaToCoverageEnable = pSrcDesc->AlphaToCoverageEnable;
@ -173,8 +148,6 @@ namespace dxvk {
HRESULT D3D11BlendState::NormalizeDesc(D3D11_BLEND_DESC1* pDesc) {
const D3D11_BLEND_DESC1 defaultDesc = DefaultDesc();
if (pDesc->AlphaToCoverageEnable)
pDesc->AlphaToCoverageEnable = TRUE;
@ -198,12 +171,12 @@ namespace dxvk {
rt->BlendOp, rt->BlendOpAlpha))
return E_INVALIDARG;
} else {
rt->SrcBlend = defaultDesc.RenderTarget[0].SrcBlend;
rt->DestBlend = defaultDesc.RenderTarget[0].DestBlend;
rt->BlendOp = defaultDesc.RenderTarget[0].BlendOp;
rt->SrcBlendAlpha = defaultDesc.RenderTarget[0].SrcBlendAlpha;
rt->DestBlendAlpha = defaultDesc.RenderTarget[0].DestBlendAlpha;
rt->BlendOpAlpha = defaultDesc.RenderTarget[0].BlendOpAlpha;
rt->SrcBlend = D3D11_BLEND_ONE;
rt->DestBlend = D3D11_BLEND_ZERO;
rt->BlendOp = D3D11_BLEND_OP_ADD;
rt->SrcBlendAlpha = D3D11_BLEND_ONE;
rt->DestBlendAlpha = D3D11_BLEND_ZERO;
rt->BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
if (rt->LogicOpEnable) {
@ -216,7 +189,7 @@ namespace dxvk {
|| !ValidateLogicOp(rt->LogicOp))
return E_INVALIDARG;
} else {
rt->LogicOp = defaultDesc.RenderTarget[0].LogicOp;
rt->LogicOp = D3D11_LOGIC_OP_NOOP;
}
if (rt->RenderTargetWriteMask > D3D11_COLOR_WRITE_ENABLE_ALL)

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@ -47,8 +47,6 @@ namespace dxvk {
return &m_d3d10;
}
static D3D11_BLEND_DESC1 DefaultDesc();
static D3D11_BLEND_DESC1 PromoteDesc(
const D3D11_BLEND_DESC* pSrcDesc);

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@ -77,37 +77,15 @@ namespace dxvk {
}
D3D11_DEPTH_STENCIL_DESC D3D11DepthStencilState::DefaultDesc() {
D3D11_DEPTH_STENCILOP_DESC stencilOp;
stencilOp.StencilFunc = D3D11_COMPARISON_ALWAYS;
stencilOp.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
stencilOp.StencilPassOp = D3D11_STENCIL_OP_KEEP;
stencilOp.StencilFailOp = D3D11_STENCIL_OP_KEEP;
D3D11_DEPTH_STENCIL_DESC dstDesc;
dstDesc.DepthEnable = TRUE;
dstDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
dstDesc.DepthFunc = D3D11_COMPARISON_LESS;
dstDesc.StencilEnable = FALSE;
dstDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
dstDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
dstDesc.FrontFace = stencilOp;
dstDesc.BackFace = stencilOp;
return dstDesc;
}
HRESULT D3D11DepthStencilState::NormalizeDesc(D3D11_DEPTH_STENCIL_DESC* pDesc) {
const D3D11_DEPTH_STENCIL_DESC defaultDesc = DefaultDesc();
if (pDesc->DepthEnable) {
pDesc->DepthEnable = TRUE;
if (!ValidateDepthFunc(pDesc->DepthFunc))
return E_INVALIDARG;
} else {
pDesc->DepthFunc = defaultDesc.DepthFunc;
pDesc->DepthWriteMask = defaultDesc.DepthWriteMask;
pDesc->DepthFunc = D3D11_COMPARISON_LESS;
pDesc->DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
}
if (!ValidateDepthWriteMask(pDesc->DepthWriteMask))
@ -128,10 +106,16 @@ namespace dxvk {
|| !ValidateStencilOp(pDesc->BackFace.StencilPassOp))
return E_INVALIDARG;
} else {
pDesc->FrontFace = defaultDesc.FrontFace;
pDesc->BackFace = defaultDesc.BackFace;
pDesc->StencilReadMask = defaultDesc.StencilReadMask;
pDesc->StencilWriteMask = defaultDesc.StencilWriteMask;
D3D11_DEPTH_STENCILOP_DESC stencilOp;
stencilOp.StencilFailOp = D3D11_STENCIL_OP_KEEP;
stencilOp.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
stencilOp.StencilPassOp = D3D11_STENCIL_OP_KEEP;
stencilOp.StencilFunc = D3D11_COMPARISON_ALWAYS;
pDesc->FrontFace = stencilOp;
pDesc->BackFace = stencilOp;
pDesc->StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
pDesc->StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
}
return S_OK;

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@ -43,8 +43,6 @@ namespace dxvk {
return &m_d3d10;
}
static D3D11_DEPTH_STENCIL_DESC DefaultDesc();
static HRESULT NormalizeDesc(
D3D11_DEPTH_STENCIL_DESC* pDesc);

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@ -140,24 +140,6 @@ namespace dxvk {
}
D3D11_RASTERIZER_DESC2 D3D11RasterizerState::DefaultDesc() {
D3D11_RASTERIZER_DESC2 dstDesc;
dstDesc.FillMode = D3D11_FILL_SOLID;
dstDesc.CullMode = D3D11_CULL_BACK;
dstDesc.FrontCounterClockwise = FALSE;
dstDesc.DepthBias = 0;
dstDesc.SlopeScaledDepthBias = 0.0f;
dstDesc.DepthBiasClamp = 0.0f;
dstDesc.DepthClipEnable = TRUE;
dstDesc.ScissorEnable = FALSE;
dstDesc.MultisampleEnable = FALSE;
dstDesc.AntialiasedLineEnable = FALSE;
dstDesc.ForcedSampleCount = 0;
dstDesc.ConservativeRaster = D3D11_CONSERVATIVE_RASTERIZATION_MODE_OFF;
return dstDesc;
}
D3D11_RASTERIZER_DESC2 D3D11RasterizerState::PromoteDesc(
const D3D11_RASTERIZER_DESC* pSrcDesc) {
D3D11_RASTERIZER_DESC2 dstDesc;

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@ -52,8 +52,6 @@ namespace dxvk {
return &m_d3d10;
}
static D3D11_RASTERIZER_DESC2 DefaultDesc();
static D3D11_RASTERIZER_DESC2 PromoteDesc(
const D3D11_RASTERIZER_DESC* pDesc);