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@ -20,10 +20,10 @@
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#include "backend/d3d12/CommandAllocatorManager.h"
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#include "backend/d3d12/CommandAllocatorManager.h"
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#include "backend/d3d12/CommandBufferD3D12.h"
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#include "backend/d3d12/CommandBufferD3D12.h"
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/DescriptorHeapAllocator.h"
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#include "backend/d3d12/DescriptorHeapAllocator.h"
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#include "backend/d3d12/FramebufferD3D12.h"
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#include "backend/d3d12/FramebufferD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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@ -19,83 +19,83 @@
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namespace backend {
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namespace backend {
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namespace d3d12 {
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namespace d3d12 {
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static D3D12_STENCIL_OP StencilOp(nxt::StencilOperation op) {
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static D3D12_STENCIL_OP StencilOp(nxt::StencilOperation op) {
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switch (op) {
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switch (op) {
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case nxt::StencilOperation::Keep:
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case nxt::StencilOperation::Keep:
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return D3D12_STENCIL_OP_KEEP;
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return D3D12_STENCIL_OP_KEEP;
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case nxt::StencilOperation::Zero:
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case nxt::StencilOperation::Zero:
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return D3D12_STENCIL_OP_ZERO;
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return D3D12_STENCIL_OP_ZERO;
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case nxt::StencilOperation::Replace:
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case nxt::StencilOperation::Replace:
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return D3D12_STENCIL_OP_REPLACE;
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return D3D12_STENCIL_OP_REPLACE;
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case nxt::StencilOperation::IncrementClamp:
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case nxt::StencilOperation::IncrementClamp:
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return D3D12_STENCIL_OP_INCR_SAT;
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return D3D12_STENCIL_OP_INCR_SAT;
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case nxt::StencilOperation::DecrementClamp:
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case nxt::StencilOperation::DecrementClamp:
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return D3D12_STENCIL_OP_DECR_SAT;
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return D3D12_STENCIL_OP_DECR_SAT;
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case nxt::StencilOperation::Invert:
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case nxt::StencilOperation::Invert:
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return D3D12_STENCIL_OP_INVERT;
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return D3D12_STENCIL_OP_INVERT;
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case nxt::StencilOperation::IncrementWrap:
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case nxt::StencilOperation::IncrementWrap:
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return D3D12_STENCIL_OP_INCR;
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return D3D12_STENCIL_OP_INCR;
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case nxt::StencilOperation::DecrementWrap:
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case nxt::StencilOperation::DecrementWrap:
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return D3D12_STENCIL_OP_DECR;
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return D3D12_STENCIL_OP_DECR;
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default:
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default:
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UNREACHABLE();
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UNREACHABLE();
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}
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}
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}
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static D3D12_COMPARISON_FUNC ComparisonFunc(nxt::CompareFunction func) {
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switch (func)
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{
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case nxt::CompareFunction::Always:
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return D3D12_COMPARISON_FUNC_ALWAYS;
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case nxt::CompareFunction::Equal:
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return D3D12_COMPARISON_FUNC_EQUAL;
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case nxt::CompareFunction::Greater:
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return D3D12_COMPARISON_FUNC_GREATER;
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case nxt::CompareFunction::GreaterEqual:
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return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
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case nxt::CompareFunction::Less:
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return D3D12_COMPARISON_FUNC_LESS;
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case nxt::CompareFunction::LessEqual:
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return D3D12_COMPARISON_FUNC_LESS_EQUAL;
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case nxt::CompareFunction::Never:
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return D3D12_COMPARISON_FUNC_NEVER;
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case nxt::CompareFunction::NotEqual:
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return D3D12_COMPARISON_FUNC_NOT_EQUAL;
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default:
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UNREACHABLE();
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}
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}
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static D3D12_DEPTH_STENCILOP_DESC StencilOpDesc(backend::DepthStencilStateBase::StencilFaceInfo faceInfo) {
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D3D12_DEPTH_STENCILOP_DESC desc;
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desc.StencilFailOp = StencilOp(faceInfo.stencilFail);
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desc.StencilDepthFailOp = StencilOp(faceInfo.depthFail);
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desc.StencilPassOp = StencilOp(faceInfo.depthStencilPass);
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desc.StencilFunc = ComparisonFunc(faceInfo.compareFunction);
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return desc;
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}
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DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
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: DepthStencilStateBase(builder), device(device) {
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// If you have anything other than Never, then enable depth testing
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depthStencilDescriptor.DepthEnable = TRUE;
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depthStencilDescriptor.DepthWriteMask = GetDepth().depthWriteEnabled ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
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depthStencilDescriptor.DepthFunc = ComparisonFunc(GetDepth().compareFunction);
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depthStencilDescriptor.StencilEnable = StencilTestEnabled() ? TRUE : FALSE;
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depthStencilDescriptor.StencilReadMask = static_cast<UINT8>(GetStencil().readMask);
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depthStencilDescriptor.StencilWriteMask = static_cast<UINT8>(GetStencil().writeMask);
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depthStencilDescriptor.FrontFace = StencilOpDesc(GetStencil().front);
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depthStencilDescriptor.BackFace = StencilOpDesc(GetStencil().back);
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}
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}
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static D3D12_COMPARISON_FUNC ComparisonFunc(nxt::CompareFunction func) {
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const D3D12_DEPTH_STENCIL_DESC& DepthStencilState::GetD3D12DepthStencilDescriptor() const {
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switch (func)
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return depthStencilDescriptor;
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{
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}
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case nxt::CompareFunction::Always:
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return D3D12_COMPARISON_FUNC_ALWAYS;
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case nxt::CompareFunction::Equal:
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return D3D12_COMPARISON_FUNC_EQUAL;
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case nxt::CompareFunction::Greater:
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return D3D12_COMPARISON_FUNC_GREATER;
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case nxt::CompareFunction::GreaterEqual:
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return D3D12_COMPARISON_FUNC_GREATER_EQUAL;
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case nxt::CompareFunction::Less:
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return D3D12_COMPARISON_FUNC_LESS;
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case nxt::CompareFunction::LessEqual:
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return D3D12_COMPARISON_FUNC_LESS_EQUAL;
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case nxt::CompareFunction::Never:
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return D3D12_COMPARISON_FUNC_NEVER;
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case nxt::CompareFunction::NotEqual:
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return D3D12_COMPARISON_FUNC_NOT_EQUAL;
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default:
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UNREACHABLE();
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}
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}
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static D3D12_DEPTH_STENCILOP_DESC StencilOpDesc(backend::DepthStencilStateBase::StencilFaceInfo faceInfo) {
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D3D12_DEPTH_STENCILOP_DESC desc;
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desc.StencilFailOp = StencilOp(faceInfo.stencilFail);
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desc.StencilDepthFailOp = StencilOp(faceInfo.depthFail);
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desc.StencilPassOp = StencilOp(faceInfo.depthStencilPass);
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desc.StencilFunc = ComparisonFunc(faceInfo.compareFunction);
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return desc;
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}
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DepthStencilState::DepthStencilState(Device* device, DepthStencilStateBuilder* builder)
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: DepthStencilStateBase(builder), device(device) {
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// If you have anything other than Never, then enable depth testing
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depthStencilDescriptor.DepthEnable = TRUE; // (GetDepth().compareFunction == nxt::CompareFunction::Never) ? FALSE : TRUE;
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depthStencilDescriptor.DepthWriteMask = GetDepth().depthWriteEnabled ? D3D12_DEPTH_WRITE_MASK_ALL : D3D12_DEPTH_WRITE_MASK_ZERO;
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depthStencilDescriptor.DepthFunc = ComparisonFunc(GetDepth().compareFunction);
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depthStencilDescriptor.StencilEnable = StencilTestEnabled() ? TRUE : FALSE;
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depthStencilDescriptor.StencilReadMask = (UINT8)GetStencil().readMask;
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depthStencilDescriptor.StencilWriteMask = (UINT8)GetStencil().writeMask;
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depthStencilDescriptor.FrontFace = StencilOpDesc(GetStencil().front);
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depthStencilDescriptor.BackFace = StencilOpDesc(GetStencil().back);
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}
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const D3D12_DEPTH_STENCIL_DESC& DepthStencilState::GetD3D12DepthStencilDescriptor() const {
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return depthStencilDescriptor;
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}
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}
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}
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}
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}
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public:
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public:
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DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
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DepthStencilState(Device* device, DepthStencilStateBuilder* builder);
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const D3D12_DEPTH_STENCIL_DESC& GetD3D12DepthStencilDescriptor() const;
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const D3D12_DEPTH_STENCIL_DESC& GetD3D12DepthStencilDescriptor() const;
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private:
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private:
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Device* device;
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Device* device;
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D3D12_DEPTH_STENCIL_DESC depthStencilDescriptor;
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D3D12_DEPTH_STENCIL_DESC depthStencilDescriptor;
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};
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};
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}
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}
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}
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}
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@ -18,9 +18,9 @@
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#include "backend/d3d12/BufferD3D12.h"
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#include "backend/d3d12/BufferD3D12.h"
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#include "backend/d3d12/CommandBufferD3D12.h"
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#include "backend/d3d12/CommandBufferD3D12.h"
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/ComputePipelineD3D12.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/FramebufferD3D12.h"
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#include "backend/d3d12/FramebufferD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/QueueD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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#include "backend/d3d12/RenderPipelineD3D12.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/D3D12Backend.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/DepthStencilStateD3D12.h"
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#include "backend/d3d12/InputStateD3D12.h"
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#include "backend/d3d12/ShaderModuleD3D12.h"
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#include "backend/d3d12/ShaderModuleD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "backend/d3d12/PipelineLayoutD3D12.h"
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#include "common/Assert.h"
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#include "common/Assert.h"
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descriptor.BlendState.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
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descriptor.BlendState.RenderTarget[0].LogicOp = D3D12_LOGIC_OP_NOOP;
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descriptor.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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descriptor.BlendState.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
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DepthStencilState* depthStencilState = ToBackend(GetDepthStencilState());
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DepthStencilState* depthStencilState = ToBackend(GetDepthStencilState());
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descriptor.DepthStencilState = depthStencilState->GetD3D12DepthStencilDescriptor();
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descriptor.DepthStencilState = depthStencilState->GetD3D12DepthStencilDescriptor();
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descriptor.SampleMask = UINT_MAX;
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descriptor.SampleMask = UINT_MAX;
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descriptor.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology());
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descriptor.PrimitiveTopologyType = D3D12PrimitiveTopologyType(GetPrimitiveTopology());
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2); // Replace the stencil on stencil pass, depth pass, so it should be 2
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2); // Replace the stencil on stencil pass, depth pass, so it should be 2
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}
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}
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NXT_INSTANTIATE_TEST(DepthStencilStateTest, MetalBackend, OpenGLBackend, D3D12Backend)
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NXT_INSTANTIATE_TEST(DepthStencilStateTest, D3D12Backend, MetalBackend, OpenGLBackend)
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