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https://github.com/thunderbrewhq/thunderbrew
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feat(gx): stub ffp state syncing in d3d backend
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@ -1580,7 +1580,11 @@ void CGxDeviceD3d::IStateSync() {
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this->IShaderConstantsFlush();
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this->IShaderConstantsFlush();
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this->IRsSync(0);
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this->IRsSync(0);
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// TODO ffp if vertex shader is disabled
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if (this->m_hwRenderStates[GxRs_VertexShader] == nullptr && this->m_appRenderStates[GxRs_VertexShader].m_value == nullptr) {
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this->IStateSyncLights();
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this->IStateSyncMaterial();
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this->IStateSyncXforms();
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}
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this->IStateSyncEnables();
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this->IStateSyncEnables();
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@ -1611,6 +1615,14 @@ void CGxDeviceD3d::IStateSyncIndexPtr() {
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}
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}
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}
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}
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void CGxDeviceD3d::IStateSyncLights() {
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// TODO
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}
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void CGxDeviceD3d::IStateSyncMaterial() {
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// TODO
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}
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void CGxDeviceD3d::IStateSyncVertexPtrs() {
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void CGxDeviceD3d::IStateSyncVertexPtrs() {
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if (this->m_primVertexFormat < GxVertexBufferFormats_Last && this->m_d3dVertexDecl[this->m_primVertexFormat]) {
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if (this->m_primVertexFormat < GxVertexBufferFormats_Last && this->m_d3dVertexDecl[this->m_primVertexFormat]) {
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auto d3dVertexDecl = this->m_d3dVertexDecl[this->m_primVertexFormat];
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auto d3dVertexDecl = this->m_d3dVertexDecl[this->m_primVertexFormat];
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@ -1691,6 +1703,10 @@ void CGxDeviceD3d::IStateSyncVertexPtrs() {
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}
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}
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}
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}
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void CGxDeviceD3d::IStateSyncXforms() {
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// TODO
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}
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void CGxDeviceD3d::ITexCreate(CGxTex* texId) {
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void CGxDeviceD3d::ITexCreate(CGxTex* texId) {
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uint32_t width, height, startLevel, endLevel;
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uint32_t width, height, startLevel, endLevel;
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this->ITexWHDStartEnd(texId, width, height, startLevel, endLevel);
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this->ITexWHDStartEnd(texId, width, height, startLevel, endLevel);
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@ -294,7 +294,10 @@ class CGxDeviceD3d : public CGxDevice {
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void IStateSync();
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void IStateSync();
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void IStateSyncEnables();
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void IStateSyncEnables();
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void IStateSyncIndexPtr();
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void IStateSyncIndexPtr();
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void IStateSyncLights();
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void IStateSyncMaterial();
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void IStateSyncVertexPtrs();
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void IStateSyncVertexPtrs();
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void IStateSyncXforms();
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void ITexCreate(CGxTex* texId);
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void ITexCreate(CGxTex* texId);
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void ITexUpload(CGxTex* texId);
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void ITexUpload(CGxTex* texId);
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void IXformSetProjection(const C44Matrix& matrix);
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void IXformSetProjection(const C44Matrix& matrix);
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