Add GPUContext::SetBlendFactor
This commit is contained in:
@@ -315,6 +315,12 @@ public:
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/// <param name="rts">The array with render targets to bind.</param>
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API_FUNCTION() virtual void SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts) = 0;
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/// <summary>
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/// Sets the blend factor that modulate values for a pixel shader, render target, or both.
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/// </summary>
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/// <param name="value">Blend factors, one for each RGBA component.</param>
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API_FUNCTION() virtual void SetBlendFactor(const Float4& value) = 0;
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public:
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/// <summary>
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/// Unbinds all shader resource slots and flushes the change with the driver (used to prevent driver detection of resource hazards, eg. when down-scaling the texture).
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@@ -181,116 +181,75 @@ uint32 GetHash(const BlendingMode& key)
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return hash;
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}
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// @formatter:off
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BlendingMode BlendingMode::Opaque =
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{
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false,
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// AlphaToCoverageEnable
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false,
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// BlendEnable
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Blend::One,
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// SrcBlend
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Blend::Zero,
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// DestBlend
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Operation::Add,
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// BlendOp
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Blend::One,
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// SrcBlendAlpha
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Blend::Zero,
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// DestBlendAlpha
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Operation::Add,
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// BlendOpAlpha
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ColorWrite::All,
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// RenderTargetWriteMask
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false, // AlphaToCoverageEnable
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false, // BlendEnable
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Blend::One, // SrcBlend
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Blend::Zero, // DestBlend
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Operation::Add, // BlendOp
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Blend::One, // SrcBlendAlpha
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Blend::Zero, // DestBlendAlpha
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Operation::Add, // BlendOpAlpha
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ColorWrite::All, // RenderTargetWriteMask
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};
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BlendingMode BlendingMode::Additive =
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{
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false,
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// AlphaToCoverageEnable
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true,
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// BlendEnable
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Blend::SrcAlpha,
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// SrcBlend
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Blend::One,
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// DestBlend
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Operation::Add,
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// BlendOp
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Blend::SrcAlpha,
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// SrcBlendAlpha
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Blend::One,
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// DestBlendAlpha
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Operation::Add,
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// BlendOpAlpha
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ColorWrite::All,
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// RenderTargetWriteMask
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false, // AlphaToCoverageEnable
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true, // BlendEnable
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Blend::SrcAlpha, // SrcBlend
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Blend::One, // DestBlend
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Operation::Add, // BlendOp
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Blend::SrcAlpha, // SrcBlendAlpha
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Blend::One, // DestBlendAlpha
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Operation::Add, // BlendOpAlpha
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ColorWrite::All, // RenderTargetWriteMask
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};
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BlendingMode BlendingMode::AlphaBlend =
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{
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false,
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// AlphaToCoverageEnable
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true,
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// BlendEnable
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Blend::SrcAlpha,
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// SrcBlend
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Blend::InvSrcAlpha,
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// DestBlend
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Operation::Add,
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// BlendOp
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Blend::One,
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// SrcBlendAlpha
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Blend::InvSrcAlpha,
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// DestBlendAlpha
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Operation::Add,
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// BlendOpAlpha
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ColorWrite::All,
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// RenderTargetWriteMask
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false, // AlphaToCoverageEnable
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true, // BlendEnable
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Blend::SrcAlpha, // SrcBlend
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Blend::InvSrcAlpha, // DestBlend
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Operation::Add, // BlendOp
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Blend::One, // SrcBlendAlpha
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Blend::InvSrcAlpha, // DestBlendAlpha
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Operation::Add, // BlendOpAlpha
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ColorWrite::All, // RenderTargetWriteMask
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};
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BlendingMode BlendingMode::Add =
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{
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false,
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// AlphaToCoverageEnable
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true,
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// BlendEnable
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Blend::One,
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// SrcBlend
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Blend::One,
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// DestBlend
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Operation::Add,
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// BlendOp
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Blend::One,
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// SrcBlendAlpha
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Blend::One,
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// DestBlendAlpha
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Operation::Add,
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// BlendOpAlpha
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ColorWrite::All,
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// RenderTargetWriteMask
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false, // AlphaToCoverageEnable
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true, // BlendEnable
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Blend::One, // SrcBlend
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Blend::One, // DestBlend
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Operation::Add, // BlendOp
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Blend::One, // SrcBlendAlpha
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Blend::One, // DestBlendAlpha
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Operation::Add, // BlendOpAlpha
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ColorWrite::All, // RenderTargetWriteMask
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};
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BlendingMode BlendingMode::Multiply =
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{
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false,
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// AlphaToCoverageEnable
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true,
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// BlendEnable
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Blend::Zero,
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// SrcBlend
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Blend::SrcColor,
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// DestBlend
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Operation::Add,
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// BlendOp
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Blend::Zero,
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// SrcBlendAlpha
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Blend::SrcAlpha,
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// DestBlendAlpha
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Operation::Add,
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// BlendOpAlpha
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ColorWrite::All,
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// RenderTargetWriteMask
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false, // AlphaToCoverageEnable
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true, // BlendEnable
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Blend::Zero, // SrcBlend
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Blend::SrcColor, // DestBlend
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Operation::Add, // BlendOp
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Blend::Zero, // SrcBlendAlpha
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Blend::SrcAlpha, // DestBlendAlpha
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Operation::Add, // BlendOpAlpha
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ColorWrite::All, // RenderTargetWriteMask
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};
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// @formatter:on
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FeatureLevel RenderTools::GetFeatureLevel(ShaderProfile profile)
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{
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switch (profile)
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@@ -103,6 +103,7 @@ void GPUContextDX11::FrameBegin()
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CurrentPS = nullptr;
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CurrentCS = nullptr;
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CurrentPrimitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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CurrentBlendFactor = Float4::One;
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// Bind static samplers
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ID3D11SamplerState* samplers[] =
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@@ -267,6 +268,13 @@ void GPUContextDX11::SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPU
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}
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}
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void GPUContextDX11::SetBlendFactor(const Float4& value)
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{
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CurrentBlendFactor = value;
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if (CurrentBlendState)
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_context->OMSetBlendState(CurrentBlendState, CurrentBlendFactor.Raw, D3D11_DEFAULT_SAMPLE_MASK);
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}
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void GPUContextDX11::ResetSR()
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{
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_srDirtyFlag = false;
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@@ -560,8 +568,7 @@ void GPUContextDX11::SetState(GPUPipelineState* state)
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if (CurrentBlendState != blendState)
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{
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CurrentBlendState = blendState;
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FLOAT blendFactor[4] = { 1, 1, 1, 1 };
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_context->OMSetBlendState(blendState, blendFactor, D3D11_DEFAULT_SAMPLE_MASK);
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_context->OMSetBlendState(blendState, CurrentBlendFactor.Raw, D3D11_DEFAULT_SAMPLE_MASK);
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}
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if (CurrentVS != vs)
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{
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@@ -61,6 +61,7 @@ private:
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GPUShaderProgramPSDX11* CurrentPS;
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GPUShaderProgramCSDX11* CurrentCS;
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D3D11_PRIMITIVE_TOPOLOGY CurrentPrimitiveTopology;
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Float4 CurrentBlendFactor;
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public:
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@@ -115,6 +116,7 @@ public:
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void SetRenderTarget(GPUTextureView* rt) override;
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void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
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void SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts) override;
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void SetBlendFactor(const Float4& value) override;
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void ResetSR() override;
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void ResetUA() override;
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void ResetCB() override;
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@@ -845,6 +845,11 @@ void GPUContextDX12::SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPU
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}
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}
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void GPUContextDX12::SetBlendFactor(const Float4& value)
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{
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_commandList->OMSetBlendFactor(value.Raw);
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}
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void GPUContextDX12::ResetSR()
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{
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for (int32 slot = 0; slot < GPU_MAX_SR_BINDED; slot++)
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@@ -166,6 +166,7 @@ public:
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void SetRenderTarget(GPUTextureView* rt) override;
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void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
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void SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts) override;
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void SetBlendFactor(const Float4& value) override;
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void ResetSR() override;
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void ResetUA() override;
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void ResetCB() override;
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@@ -84,6 +84,10 @@ public:
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{
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}
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void SetBlendFactor(const Float4& value) override
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{
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}
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void ResetSR() override
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{
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}
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@@ -966,6 +966,12 @@ void GPUContextVulkan::SetRenderTarget(GPUTextureView* depthBuffer, const Span<G
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}
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}
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void GPUContextVulkan::SetBlendFactor(const Float4& value)
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{
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const auto cmdBuffer = _cmdBufferManager->GetCmdBuffer();
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vkCmdSetBlendConstants(cmdBuffer->GetHandle(), value.Raw);
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}
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void GPUContextVulkan::ResetSR()
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{
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Platform::MemoryClear(_srHandles, sizeof(_srHandles));
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@@ -184,6 +184,7 @@ public:
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void SetRenderTarget(GPUTextureView* rt) override;
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void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
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void SetRenderTarget(GPUTextureView* depthBuffer, const Span<GPUTextureView*>& rts) override;
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void SetBlendFactor(const Float4& value) override;
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void ResetSR() override;
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void ResetUA() override;
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void ResetCB() override;
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