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https://github.com/thunderbrewhq/thunderbrew
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feat(gx): stub out state sync for d3d backend
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02ddaa106f
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@ -875,6 +875,10 @@ void CGxDeviceD3d::ISetTexture(uint32_t tmu, CGxTex* texId) {
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}
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}
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void CGxDeviceD3d::IShaderConstantsFlush() {
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// TODO
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}
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void CGxDeviceD3d::IShaderCreate(CGxShader* shader) {
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if (shader->target == GxSh_Vertex) {
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this->IShaderCreateVertex(shader);
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@ -925,6 +929,32 @@ void CGxDeviceD3d::IShaderCreateVertex(CGxShader* shader) {
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void CGxDeviceD3d::IStateSync() {
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// TODO
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this->IShaderConstantsFlush();
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this->IRsSync(0);
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// TODO ffp if vertex shader is disabled
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this->IStateSyncEnables();
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// TODO
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this->IStateSyncVertexPtrs();
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this->IStateSyncIndexPtr();
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// TODO
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}
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void CGxDeviceD3d::IStateSyncEnables() {
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// TODO
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}
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void CGxDeviceD3d::IStateSyncIndexPtr() {
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// TODO
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}
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void CGxDeviceD3d::IStateSyncVertexPtrs() {
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// TODO
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}
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void CGxDeviceD3d::ITexCreate(CGxTex* texId) {
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@ -254,9 +254,13 @@ class CGxDeviceD3d : public CGxDevice {
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void IDestroyD3dDevice();
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void ISetCaps(const CGxFormat& format);
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void ISetTexture(uint32_t tmu, CGxTex* texId);
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void IShaderConstantsFlush();
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void IShaderCreatePixel(CGxShader* shader);
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void IShaderCreateVertex(CGxShader* shader);
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void IStateSync();
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void IStateSyncEnables();
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void IStateSyncIndexPtr();
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void IStateSyncVertexPtrs();
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void ITexCreate(CGxTex* texId);
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void ITexUpload(CGxTex* texId);
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};
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