[D3D12] Resolve shader and draw
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@@ -86,9 +86,23 @@ class D3D12CommandProcessor : public CommandProcessor {
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void ReleaseScratchGPUBuffer(ID3D12Resource* buffer,
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D3D12_RESOURCE_STATES new_state);
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// Sets the current pipeline state - may be called internally or externally.
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// This is for cache invalidation primarily. A frame must be open.
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void SetPipeline(ID3D12PipelineState* pipeline);
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// Sets the current pipeline state to a compute pipeline. This is for cache
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// invalidation primarily. A frame must be open.
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void SetComputePipeline(ID3D12PipelineState* pipeline);
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// Stores and unbinds render targets before binding changing render targets
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// externally. This is separate from SetExternalGraphicsPipeline because it
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// causes computations to be dispatched, and the scratch buffer may also be
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// used.
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void UnbindRenderTargets();
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// Sets the current pipeline state to a special drawing pipeline, invalidating
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// various cached state variables. UnbindRenderTargets may be needed before
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// calling this. A frame must be open.
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void SetExternalGraphicsPipeline(ID3D12PipelineState* pipeline,
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bool reset_viewport = true,
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bool reset_blend_factor = false,
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bool reset_stencil_ref = false);
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protected:
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bool SetupContext() override;
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