246 lines
6.8 KiB
C++
246 lines
6.8 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "Common/BitField.h"
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#include "Common/CommonTypes.h"
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struct BPMemory;
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enum class AbstractTextureFormat : u32;
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enum class CompareMode : u32;
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enum class CullMode : u32;
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enum class DstBlendFactor : u32;
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enum class FilterMode : u32;
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enum class LODType : u32;
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enum class LogicOp : u32;
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enum class PixelFormat : u32;
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enum class SrcBlendFactor : u32;
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enum class WrapMode : u32;
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enum class PrimitiveType : u32
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{
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Points,
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Lines,
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Triangles,
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TriangleStrip,
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};
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union RasterizationState
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{
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void Generate(const BPMemory& bp, PrimitiveType primitive_type);
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RasterizationState() = default;
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RasterizationState(const RasterizationState&) = default;
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RasterizationState& operator=(const RasterizationState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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RasterizationState(RasterizationState&&) = default;
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RasterizationState& operator=(RasterizationState&& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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bool operator==(const RasterizationState& rhs) const { return hex == rhs.hex; }
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bool operator!=(const RasterizationState& rhs) const { return !operator==(rhs); }
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bool operator<(const RasterizationState& rhs) const { return hex < rhs.hex; }
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BitField<0, 2, CullMode> cullmode;
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BitField<3, 2, PrimitiveType> primitive;
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u32 hex = 0;
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};
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union FramebufferState
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{
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FramebufferState() = default;
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FramebufferState(const FramebufferState&) = default;
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FramebufferState& operator=(const FramebufferState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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FramebufferState(FramebufferState&&) = default;
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FramebufferState& operator=(FramebufferState&& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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bool operator==(const FramebufferState& rhs) const { return hex == rhs.hex; }
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bool operator!=(const FramebufferState& rhs) const { return !operator==(rhs); }
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BitField<0, 8, AbstractTextureFormat> color_texture_format;
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BitField<8, 8, AbstractTextureFormat> depth_texture_format;
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BitField<16, 8, u32> samples;
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BitField<24, 1, u32> per_sample_shading;
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u32 hex = 0;
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};
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union DepthState
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{
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void Generate(const BPMemory& bp);
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DepthState() = default;
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DepthState(const DepthState&) = default;
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DepthState& operator=(const DepthState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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DepthState(DepthState&&) = default;
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DepthState& operator=(DepthState&& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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bool operator==(const DepthState& rhs) const { return hex == rhs.hex; }
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bool operator!=(const DepthState& rhs) const { return !operator==(rhs); }
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bool operator<(const DepthState& rhs) const { return hex < rhs.hex; }
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BitField<0, 1, u32> testenable;
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BitField<1, 1, u32> updateenable;
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BitField<2, 3, CompareMode> func;
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u32 hex = 0;
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};
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union BlendingState
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{
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void Generate(const BPMemory& bp);
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// HACK: Replaces logical operations with blend operations.
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// Will not be bit-correct, and in some cases not even remotely in the same ballpark.
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void ApproximateLogicOpWithBlending();
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bool LogicOpApproximationIsExact();
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bool LogicOpApproximationWantsShaderHelp();
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BlendingState() = default;
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BlendingState(const BlendingState&) = default;
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BlendingState& operator=(const BlendingState& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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BlendingState(BlendingState&&) = default;
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BlendingState& operator=(BlendingState&& rhs)
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{
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hex = rhs.hex;
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return *this;
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}
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bool operator==(const BlendingState& rhs) const { return hex == rhs.hex; }
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bool operator!=(const BlendingState& rhs) const { return !operator==(rhs); }
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bool operator<(const BlendingState& rhs) const { return hex < rhs.hex; }
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BitField<0, 1, u32> blendenable;
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BitField<1, 1, u32> logicopenable;
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BitField<3, 1, u32> colorupdate;
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BitField<4, 1, u32> alphaupdate;
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BitField<5, 1, u32> subtract;
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BitField<6, 1, u32> subtractAlpha;
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BitField<7, 1, u32> usedualsrc;
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BitField<8, 3, DstBlendFactor> dstfactor;
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BitField<11, 3, SrcBlendFactor> srcfactor;
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BitField<14, 3, DstBlendFactor> dstfactoralpha;
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BitField<17, 3, SrcBlendFactor> srcfactoralpha;
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BitField<20, 4, LogicOp> logicmode;
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bool RequiresDualSrc() const;
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u32 hex = 0;
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};
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struct SamplerState
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{
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void Generate(const BPMemory& bp, u32 index);
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SamplerState() = default;
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SamplerState(const SamplerState&) = default;
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SamplerState& operator=(const SamplerState& rhs)
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{
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tm0.hex = rhs.tm0.hex;
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tm1.hex = rhs.tm1.hex;
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return *this;
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}
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SamplerState(SamplerState&&) = default;
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SamplerState& operator=(SamplerState&& rhs)
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{
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tm0.hex = rhs.tm0.hex;
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tm1.hex = rhs.tm1.hex;
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return *this;
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}
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bool operator==(const SamplerState& rhs) const { return Hex() == rhs.Hex(); }
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bool operator!=(const SamplerState& rhs) const { return !operator==(rhs); }
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bool operator<(const SamplerState& rhs) const { return Hex() < rhs.Hex(); }
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constexpr u64 Hex() const { return tm0.hex | (static_cast<u64>(tm1.hex) << 32); }
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// Based on BPMemory TexMode0/TexMode1, but with slightly higher precision and some
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// simplifications
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union TM0
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{
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// BP's mipmap_filter can be None, but that is represented here by setting min_lod and max_lod
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// to 0
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BitField<0, 1, FilterMode> min_filter;
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BitField<1, 1, FilterMode> mag_filter;
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BitField<2, 1, FilterMode> mipmap_filter;
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// Guaranteed to be valid values (i.e. not 3)
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BitField<3, 2, WrapMode> wrap_u;
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BitField<5, 2, WrapMode> wrap_v;
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BitField<7, 1, LODType> diag_lod;
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BitField<8, 16, s32> lod_bias; // multiplied by 256, higher precision than normal
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BitField<24, 1, bool, u32> lod_clamp; // TODO: This isn't currently implemented
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BitField<25, 1, bool, u32> anisotropic_filtering; // TODO: This doesn't use the BP one yet
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u32 hex = 0;
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};
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union TM1
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{
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// Min is guaranteed to be less than or equal to max
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BitField<0, 8, u32> min_lod; // multiplied by 16
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BitField<8, 8, u32> max_lod; // multiplied by 16
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u32 hex = 0;
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};
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TM0 tm0;
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TM1 tm1;
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};
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namespace std
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{
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template <>
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struct hash<SamplerState>
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{
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std::size_t operator()(SamplerState const& state) const noexcept
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{
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return std::hash<u64>{}(state.Hex());
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}
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};
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} // namespace std
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namespace RenderState
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{
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RasterizationState GetInvalidRasterizationState();
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RasterizationState GetNoCullRasterizationState(PrimitiveType primitive);
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RasterizationState GetCullBackFaceRasterizationState(PrimitiveType primitive);
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DepthState GetInvalidDepthState();
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DepthState GetNoDepthTestingDepthState();
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DepthState GetAlwaysWriteDepthState();
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BlendingState GetInvalidBlendingState();
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BlendingState GetNoBlendingBlendState();
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BlendingState GetNoColorWriteBlendState();
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SamplerState GetInvalidSamplerState();
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SamplerState GetPointSamplerState();
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SamplerState GetLinearSamplerState();
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FramebufferState GetColorFramebufferState(AbstractTextureFormat format);
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FramebufferState GetRGBA8FramebufferState();
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} // namespace RenderState
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