#include "d3d11_state.h" namespace dxvk { size_t D3D11StateDescHash::operator () (const D3D11_RASTERIZER_DESC& desc) const { DxvkHashState hash; hash.add(desc.FillMode); hash.add(desc.CullMode); hash.add(desc.FrontCounterClockwise); hash.add(desc.DepthBias); hash.add(desc.SlopeScaledDepthBias); hash.add(desc.DepthBiasClamp); hash.add(desc.DepthClipEnable); hash.add(desc.ScissorEnable); hash.add(desc.MultisampleEnable); hash.add(desc.AntialiasedLineEnable); return hash; } bool D3D11StateDescEqual::operator () (const D3D11_RASTERIZER_DESC& a, const D3D11_RASTERIZER_DESC& b) const { return a.FillMode == b.FillMode && a.CullMode == b.CullMode && a.FrontCounterClockwise == b.FrontCounterClockwise && a.DepthBias == b.DepthBias && a.SlopeScaledDepthBias == b.SlopeScaledDepthBias && a.DepthBiasClamp == b.DepthBiasClamp && a.DepthClipEnable == b.DepthClipEnable && a.ScissorEnable == b.ScissorEnable && a.MultisampleEnable == b.MultisampleEnable && a.AntialiasedLineEnable == b.AntialiasedLineEnable; } }