Renderer: Remove now-redundant Set{Rasterization,Depth,Blending}State
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@ -28,9 +28,6 @@ void FlushPipeline()
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void SetGenerationMode()
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void SetGenerationMode()
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{
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{
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RasterizationState state = {};
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state.Generate(bpmem, g_vertex_manager->GetCurrentPrimitiveType());
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g_renderer->SetRasterizationState(state);
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g_vertex_manager->SetRasterizationStateChanged();
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g_vertex_manager->SetRasterizationStateChanged();
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}
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}
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@ -130,17 +127,11 @@ void SetViewport()
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void SetDepthMode()
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void SetDepthMode()
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{
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{
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DepthState state = {};
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state.Generate(bpmem);
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g_renderer->SetDepthState(state);
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g_vertex_manager->SetDepthStateChanged();
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g_vertex_manager->SetDepthStateChanged();
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}
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}
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void SetBlendMode()
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void SetBlendMode()
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{
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{
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BlendingState state = {};
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state.Generate(bpmem);
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g_renderer->SetBlendingState(state);
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g_vertex_manager->SetBlendingStateChanged();
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g_vertex_manager->SetBlendingStateChanged();
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}
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}
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@ -79,10 +79,7 @@ public:
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};
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};
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virtual void SetPipeline(const AbstractPipeline* pipeline) {}
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virtual void SetPipeline(const AbstractPipeline* pipeline) {}
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virtual void SetBlendingState(const BlendingState& state) {}
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virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
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virtual void SetScissorRect(const MathUtil::Rectangle<int>& rc) {}
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virtual void SetRasterizationState(const RasterizationState& state) {}
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virtual void SetDepthState(const DepthState& state) {}
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virtual void SetTexture(u32 index, const AbstractTexture* texture) {}
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virtual void SetTexture(u32 index, const AbstractTexture* texture) {}
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virtual void SetSamplerState(u32 index, const SamplerState& state) {}
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virtual void SetSamplerState(u32 index, const SamplerState& state) {}
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virtual void UnbindTexture(const AbstractTexture* texture) {}
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virtual void UnbindTexture(const AbstractTexture* texture) {}
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@ -106,9 +106,6 @@ DataReader VertexManagerBase::PrepareForAdditionalData(int primitive, u32 count,
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// Have to update the rasterization state for point/line cull modes.
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// Have to update the rasterization state for point/line cull modes.
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m_current_primitive_type = new_primitive_type;
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m_current_primitive_type = new_primitive_type;
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RasterizationState raster_state = {};
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raster_state.Generate(bpmem, new_primitive_type);
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g_renderer->SetRasterizationState(raster_state);
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SetRasterizationStateChanged();
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SetRasterizationStateChanged();
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}
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}
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