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[d3d8] General TODO and comment cleanup
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@ -131,6 +131,7 @@ namespace dxvk {
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// Immediately issue the query. D3D9 will begin it automatically before ending.
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pQuery->Issue(D3DISSUE_END);
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// TODO: Will immediately issuing the query actually yield meaingful results?
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//
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// Only relevant once RESOURCEMANAGER or VERTEXSTATS are implemented by D9VK,
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// since VCACHE queries will immediately return data during this call.
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res = pQuery->GetData(pDevInfoStruct, DevInfoStructSize, D3DGETDATA_FLUSH);
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@ -596,9 +597,8 @@ namespace dxvk {
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auto amplitude = cols * bpp;
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// Handle DXT compressed textures.
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// TODO: Are rects always 4x4 aligned?
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if (compressed) {
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// Assume that DXT blocks are 4x4 pixels.
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// DXT blocks are always 4x4 pixels.
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constexpr UINT blockWidth = 4;
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constexpr UINT blockHeight = 4;
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@ -786,9 +786,8 @@ namespace dxvk {
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// Dest: MANAGED
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case d3d9::D3DPOOL_MANAGED:
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switch (srcDesc.Pool) {
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// TODO: Copy on GPU (handle MANAGED similarly to SYSTEMMEM for now)
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case d3d9::D3DPOOL_DEFAULT: {
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// TODO: Copy on GPU (handle MANAGED similarly to SYSTEMMEM for now)
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// Get temporary off-screen surface for stretching.
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Com<d3d9::IDirect3DSurface9> pBlitImage = dst->GetBlitImage();
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@ -1598,7 +1597,7 @@ namespace dxvk {
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case D3DRS_ZVISIBLE:
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return D3D_OK;
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// TODO: Not implemented by D9VK. Try anyway.
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// TODO: Implement D3DRS_ANTIALIASEDLINEENABLE in D9VK.
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case D3DRS_EDGEANTIALIAS:
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State9 = d3d9::D3DRS_ANTIALIASEDLINEENABLE;
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break;
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@ -383,8 +383,6 @@ namespace dxvk {
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m_presentParams.BackBufferCount = std::max(m_presentParams.BackBufferCount, 1u);
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// Purge cached objects
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// TODO: Some functions may need to be called here (e.g. SetTexture, etc.)
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// in case Reset can be recorded by state blocks and other things.
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m_textures.fill(nullptr);
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m_streams.fill(D3D8VBO());
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m_indices = nullptr;
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@ -442,14 +440,12 @@ namespace dxvk {
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UINT stride = 0;
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};
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// Remember to fill() these in the constructor!
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std::array<Com<D3D8Texture2D, false>, d8caps::MAX_TEXTURE_STAGES> m_textures;
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std::array<D3D8VBO, d8caps::MAX_STREAMS> m_streams;
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Com<D3D8IndexBuffer, false> m_indices;
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UINT m_baseVertexIndex = 0;
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// TODO: Which of these should be a private ref
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std::vector<Com<D3D8Surface, false>> m_backBuffers;
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Com<D3D8Surface, false> m_autoDepthStencil;
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