[D3D12] Experimental incomplete custom sample positions, disabled by default
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@@ -46,6 +46,7 @@ class D3D12CommandProcessor : public CommandProcessor {
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// Returns the drawing command list for the currently open frame.
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ID3D12GraphicsCommandList* GetCurrentCommandList() const;
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ID3D12GraphicsCommandList1* GetCurrentCommandList1() const;
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void PushTransitionBarrier(
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ID3D12Resource* resource, D3D12_RESOURCE_STATES old_state,
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@@ -86,6 +87,10 @@ 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 SSAA sample positions, needs to be done before setting
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// render targets or copying to depth render targets.
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void SetSamplePositions(MsaaSamples sample_positions);
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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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@@ -233,6 +238,9 @@ class D3D12CommandProcessor : public CommandProcessor {
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bool ff_blend_factor_update_needed_;
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bool ff_stencil_ref_update_needed_;
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// Current SSAA sample positions (to be updated by the render target cache).
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MsaaSamples current_sample_positions_;
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// Currently bound graphics or compute pipeline.
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ID3D12PipelineState* current_pipeline_;
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// Currently bound graphics root signature.
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