Add GPUContext::SetBlendFactor
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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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