[Misc] Fix Some Warnings on Clang Build with Windows + Adding constexpr
This commit is contained in:
committed by
Radosław Gliński
parent
5f918ef28d
commit
7479ccc292
@@ -810,7 +810,7 @@ bool D3D12CommandProcessor::SetupContext() {
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ID3D12Device* device = provider.GetDevice();
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ID3D12CommandQueue* direct_queue = provider.GetDirectQueue();
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fence_completion_event_ = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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fence_completion_event_ = CreateEvent(nullptr, false, false, nullptr);
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if (fence_completion_event_ == nullptr) {
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XELOGE("Failed to create the fence completion event");
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return false;
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@@ -969,7 +969,7 @@ bool D3D12RenderTargetCache::Initialize() {
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D3D12_FILL_MODE_SOLID;
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uint32_rtv_clear_pipeline_desc.RasterizerState.CullMode =
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D3D12_CULL_MODE_NONE;
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uint32_rtv_clear_pipeline_desc.RasterizerState.DepthClipEnable = TRUE;
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uint32_rtv_clear_pipeline_desc.RasterizerState.DepthClipEnable = true;
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uint32_rtv_clear_pipeline_desc.PrimitiveTopologyType =
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D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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uint32_rtv_clear_pipeline_desc.NumRenderTargets = 1;
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@@ -4327,12 +4327,12 @@ D3D12RenderTargetCache::GetOrCreateTransferPipelines(TransferShaderKey key) {
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}
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pipeline_desc.RasterizerState.FillMode = D3D12_FILL_MODE_SOLID;
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pipeline_desc.RasterizerState.CullMode = D3D12_CULL_MODE_NONE;
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pipeline_desc.RasterizerState.DepthClipEnable = TRUE;
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pipeline_desc.RasterizerState.DepthClipEnable = true;
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pipeline_desc.InputLayout.pInputElementDescs = &pipeline_input_element_desc;
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pipeline_desc.InputLayout.NumElements = 1;
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pipeline_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
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if (dest_is_stencil_bit) {
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pipeline_desc.DepthStencilState.StencilEnable = TRUE;
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pipeline_desc.DepthStencilState.StencilEnable = true;
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pipeline_desc.DepthStencilState.FrontFace.StencilFailOp =
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D3D12_STENCIL_OP_KEEP;
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pipeline_desc.DepthStencilState.FrontFace.StencilDepthFailOp =
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@@ -4375,14 +4375,14 @@ D3D12RenderTargetCache::GetOrCreateTransferPipelines(TransferShaderKey key) {
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pipeline_desc.RTVFormats[0] =
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GetColorOwnershipTransferDXGIFormat(dest_color_format);
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} else {
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pipeline_desc.DepthStencilState.DepthEnable = TRUE;
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pipeline_desc.DepthStencilState.DepthEnable = true;
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pipeline_desc.DepthStencilState.DepthWriteMask =
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D3D12_DEPTH_WRITE_MASK_ALL;
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pipeline_desc.DepthStencilState.DepthFunc =
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cvars::depth_transfer_not_equal_test ? D3D12_COMPARISON_FUNC_NOT_EQUAL
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: D3D12_COMPARISON_FUNC_ALWAYS;
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if (use_stencil_reference_output_) {
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pipeline_desc.DepthStencilState.StencilEnable = TRUE;
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pipeline_desc.DepthStencilState.StencilEnable = true;
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pipeline_desc.DepthStencilState.StencilWriteMask = UINT8_MAX;
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pipeline_desc.DepthStencilState.FrontFace.StencilFailOp =
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D3D12_STENCIL_OP_KEEP;
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@@ -4804,7 +4804,7 @@ void D3D12RenderTargetCache::PerformTransfersAndResolveClears(
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are_current_command_list_render_targets_valid_ = false;
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if (dest_rt_key.is_depth) {
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auto handle = dest_d3d12_rt.descriptor_draw().GetHandle();
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command_list.D3DOMSetRenderTargets(0, nullptr, FALSE, &handle);
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command_list.D3DOMSetRenderTargets(0, nullptr, false, &handle);
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if (!use_stencil_reference_output_) {
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command_processor_.SetStencilReference(UINT8_MAX);
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}
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@@ -4812,7 +4812,7 @@ void D3D12RenderTargetCache::PerformTransfersAndResolveClears(
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auto handle = dest_d3d12_rt.descriptor_load_separate().IsValid()
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? dest_d3d12_rt.descriptor_load_separate().GetHandle()
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: dest_d3d12_rt.descriptor_draw().GetHandle();
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command_list.D3DOMSetRenderTargets(1, &handle, FALSE, nullptr);
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command_list.D3DOMSetRenderTargets(1, &handle, false, nullptr);
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}
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uint32_t dest_pitch_tiles = dest_rt_key.GetPitchTiles();
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@@ -5432,7 +5432,7 @@ void D3D12RenderTargetCache::PerformTransfersAndResolveClears(
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? dest_d3d12_rt.descriptor_load_separate().GetHandle()
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: dest_d3d12_rt.descriptor_draw().GetHandle());
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command_list.D3DOMSetRenderTargets(1, &handle, FALSE, nullptr);
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command_list.D3DOMSetRenderTargets(1, &handle, false, nullptr);
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are_current_command_list_render_targets_valid_ = true;
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D3D12_VIEWPORT clear_viewport;
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clear_viewport.TopLeftX = float(clear_rect.left);
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@@ -5553,7 +5553,7 @@ void D3D12RenderTargetCache::SetCommandListRenderTargets(
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: d3d12_rt.descriptor_draw().GetHandle();
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}
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command_processor_.GetDeferredCommandList().D3DOMSetRenderTargets(
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rtv_count, rtv_handles, FALSE,
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rtv_count, rtv_handles, false,
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depth_and_color_render_targets[0] ? &dsv_handle : nullptr);
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are_current_command_list_render_targets_valid_ = true;
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}
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@@ -394,7 +394,7 @@ bool D3D12SharedMemory::AllocateSparseHostGpuMemoryRange(
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region_start_coordinates.Subresource = 0;
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D3D12_TILE_REGION_SIZE region_size;
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region_size.NumTiles = length_bytes / D3D12_TILED_RESOURCE_TILE_SIZE_IN_BYTES;
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region_size.UseBox = FALSE;
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region_size.UseBox = false;
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D3D12_TILE_RANGE_FLAGS range_flags = D3D12_TILE_RANGE_FLAG_NONE;
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UINT heap_range_start_offset = 0;
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direct_queue->UpdateTileMappings(
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@@ -968,7 +968,7 @@ bool D3D12TextureCache::EnsureScaledResolveMemoryCommitted(
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D3D12_TILE_REGION_SIZE region_size;
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region_size.NumTiles =
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kScaledResolveHeapSize / D3D12_TILED_RESOURCE_TILE_SIZE_IN_BYTES;
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region_size.UseBox = FALSE;
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region_size.UseBox = false;
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D3D12_TILE_RANGE_FLAGS range_flags = D3D12_TILE_RANGE_FLAG_NONE;
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UINT heap_range_start_offset = 0;
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UINT range_tile_count =
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@@ -144,7 +144,7 @@ void DeferredCommandList::Execute(ID3D12GraphicsCommandList* command_list,
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*reinterpret_cast<const D3DOMSetRenderTargetsArguments*>(stream);
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command_list->OMSetRenderTargets(
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args.num_render_target_descriptors, args.render_target_descriptors,
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args.rts_single_handle_to_descriptor_range ? TRUE : FALSE,
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args.rts_single_handle_to_descriptor_range ? true : false,
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args.depth_stencil ? &args.depth_stencil_descriptor : nullptr);
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} break;
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case Command::kD3DOMSetStencilRef: {
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@@ -3029,7 +3029,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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break;
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}
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state_desc.RasterizerState.FrontCounterClockwise =
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description.front_counter_clockwise ? TRUE : FALSE;
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description.front_counter_clockwise ? true : false;
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state_desc.RasterizerState.DepthBias = description.depth_bias;
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state_desc.RasterizerState.DepthBiasClamp = 0.0f;
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// With non-square resolution scaling, make sure the worst-case impact is
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@@ -3041,7 +3041,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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float(std::max(render_target_cache_.draw_resolution_scale_x(),
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render_target_cache_.draw_resolution_scale_y()));
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state_desc.RasterizerState.DepthClipEnable =
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description.depth_clip ? TRUE : FALSE;
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description.depth_clip ? true : false;
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uint32_t msaa_sample_count = uint32_t(1)
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<< uint32_t(description.host_msaa_samples);
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if (edram_rov_used) {
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@@ -3082,7 +3082,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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// Depth/stencil.
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if (description.depth_func != xenos::CompareFunction::kAlways ||
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description.depth_write) {
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state_desc.DepthStencilState.DepthEnable = TRUE;
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state_desc.DepthStencilState.DepthEnable = true;
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state_desc.DepthStencilState.DepthWriteMask =
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description.depth_write ? D3D12_DEPTH_WRITE_MASK_ALL
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: D3D12_DEPTH_WRITE_MASK_ZERO;
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@@ -3093,7 +3093,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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uint32_t(description.depth_func));
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}
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if (description.stencil_enable) {
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state_desc.DepthStencilState.StencilEnable = TRUE;
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state_desc.DepthStencilState.StencilEnable = true;
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state_desc.DepthStencilState.StencilReadMask =
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description.stencil_read_mask;
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state_desc.DepthStencilState.StencilWriteMask =
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@@ -3131,7 +3131,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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}
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// Render targets and blending.
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state_desc.BlendState.IndependentBlendEnable = TRUE;
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state_desc.BlendState.IndependentBlendEnable = true;
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static constexpr D3D12_BLEND kBlendFactorMap[] = {
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D3D12_BLEND_ZERO, D3D12_BLEND_ONE,
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D3D12_BLEND_SRC_COLOR, D3D12_BLEND_INV_SRC_COLOR,
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@@ -3169,7 +3169,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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rt.src_blend_alpha != PipelineBlendFactor::kOne ||
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rt.dest_blend_alpha != PipelineBlendFactor::kZero ||
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rt.blend_op_alpha != xenos::BlendOp::kAdd) {
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blend_desc.BlendEnable = TRUE;
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blend_desc.BlendEnable = true;
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blend_desc.SrcBlend = kBlendFactorMap[uint32_t(rt.src_blend)];
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blend_desc.DestBlend = kBlendFactorMap[uint32_t(rt.dest_blend)];
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blend_desc.BlendOp = kBlendOpMap[uint32_t(rt.blend_op)];
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@@ -3196,8 +3196,8 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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if (description.cull_mode == PipelineCullMode::kDisableRasterization) {
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state_desc.PS.pShaderBytecode = nullptr;
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state_desc.PS.BytecodeLength = 0;
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state_desc.DepthStencilState.DepthEnable = FALSE;
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state_desc.DepthStencilState.StencilEnable = FALSE;
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state_desc.DepthStencilState.DepthEnable = false;
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state_desc.DepthStencilState.StencilEnable = false;
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}
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// Create the D3D12 pipeline state object.
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@@ -566,7 +566,7 @@ void SpirvShaderTranslator::CompleteFragmentShaderInMain() {
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spv::Id alpha_test_result_non_not_equal;
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{
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// Function other than "not equal".
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static const spv::Op kAlphaTestOps[] = {
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static constexpr spv::Op kAlphaTestOps[] = {
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spv::OpFOrdLessThan, spv::OpFOrdEqual, spv::OpFOrdGreaterThan};
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for (uint32_t i = 0; i < 3; ++i) {
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spv::Id alpha_test_comparison_result = builder_->createBinOp(
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