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d3d12: Add sensible default to PSO
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1 changed files with 44 additions and 0 deletions
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@ -162,6 +162,50 @@ ID3D12PipelineState *PipelineStateObjectCache::getGraphicPipelineState(ID3D12Dev
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graphicPipelineStateDesc.VS.pShaderBytecode = m_vertex_prog.bytecode->GetBufferPointer();
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graphicPipelineStateDesc.VS.pShaderBytecode = m_vertex_prog.bytecode->GetBufferPointer();
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graphicPipelineStateDesc.PS.BytecodeLength = m_fragment_prog.bytecode->GetBufferSize();
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graphicPipelineStateDesc.PS.BytecodeLength = m_fragment_prog.bytecode->GetBufferSize();
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graphicPipelineStateDesc.PS.pShaderBytecode = m_fragment_prog.bytecode->GetBufferPointer();
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graphicPipelineStateDesc.PS.pShaderBytecode = m_fragment_prog.bytecode->GetBufferPointer();
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// Sensible default value
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static D3D12_RASTERIZER_DESC CD3D12_RASTERIZER_DESC =
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{
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D3D12_FILL_MODE_SOLID,
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D3D12_CULL_MODE_BACK,
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FALSE,
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D3D12_DEFAULT_DEPTH_BIAS,
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D3D12_DEFAULT_DEPTH_BIAS_CLAMP,
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D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS,
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TRUE,
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FALSE,
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FALSE,
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0,
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D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF,
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};
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static D3D12_DEPTH_STENCIL_DESC CD3D12_DEPTH_STENCIL_DESC =
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{
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TRUE,
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D3D12_DEPTH_WRITE_MASK_ALL,
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D3D12_COMPARISON_FUNC_LESS_EQUAL,
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FALSE,
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D3D12_DEFAULT_STENCIL_READ_MASK,
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D3D12_DEFAULT_STENCIL_WRITE_MASK,
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};
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static D3D12_BLEND_DESC CD3D12_BLEND_DESC =
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{
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FALSE,
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FALSE,
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{
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FALSE,FALSE,
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D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
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D3D12_BLEND_ONE, D3D12_BLEND_ZERO, D3D12_BLEND_OP_ADD,
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D3D12_LOGIC_OP_NOOP,
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D3D12_COLOR_WRITE_ENABLE_ALL,
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}
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};
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graphicPipelineStateDesc.BlendState = CD3D12_BLEND_DESC;
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graphicPipelineStateDesc.DepthStencilState = CD3D12_DEPTH_STENCIL_DESC;
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graphicPipelineStateDesc.RasterizerState = CD3D12_RASTERIZER_DESC;
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device->CreateGraphicsPipelineState(&graphicPipelineStateDesc, IID_PPV_ARGS(&result));
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device->CreateGraphicsPipelineState(&graphicPipelineStateDesc, IID_PPV_ARGS(&result));
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Add(result, m_fragment_prog, m_vertex_prog);
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Add(result, m_fragment_prog, m_vertex_prog);
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