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d3d12: Fix color masking
Wasn't using the correct PSO state variable
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parent
724159c8b4
commit
dc1a57e71c
@ -275,9 +275,15 @@ bool D3D12GSRender::LoadProgram()
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}
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if (m_set_color_mask)
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prop.SampleMask = m_color_mask_r | (m_color_mask_g << 1) | (m_color_mask_b << 2) | (m_color_mask_a << 3);
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else
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prop.SampleMask = UINT_MAX;
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{
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UINT8 mask = 0;
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mask |= m_color_mask_r ? D3D12_COLOR_WRITE_ENABLE_RED : 0;
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mask |= m_color_mask_g ? D3D12_COLOR_WRITE_ENABLE_GREEN : 0;
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mask |= m_color_mask_b ? D3D12_COLOR_WRITE_ENABLE_BLUE : 0;
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mask |= m_color_mask_a ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0;
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for (unsigned i = 0; i < prop.numMRT; i++)
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prop.Blend.RenderTarget[i].RenderTargetWriteMask = mask;
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}
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prop.IASet = m_IASet;
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@ -20,7 +20,6 @@ struct D3D12PipelineProperties
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unsigned numMRT : 3;
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D3D12_DEPTH_STENCIL_DESC DepthStencil;
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D3D12_RASTERIZER_DESC Rasterization;
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UINT SampleMask;
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bool operator==(const D3D12PipelineProperties &in) const
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{
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@ -47,7 +46,7 @@ struct D3D12PipelineProperties
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return false;
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if (memcmp(&Rasterization, &in.Rasterization, sizeof(D3D12_RASTERIZER_DESC)))
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return false;
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return Topology == in.Topology && DepthStencilFormat == in.DepthStencilFormat && numMRT == in.numMRT && SampleMask == in.SampleMask && RenderTargetsFormat == in.RenderTargetsFormat;
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return Topology == in.Topology && DepthStencilFormat == in.DepthStencilFormat && numMRT == in.numMRT && RenderTargetsFormat == in.RenderTargetsFormat;
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}
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};
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@ -162,7 +161,7 @@ struct D3D12Traits
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graphicPipelineStateDesc.InputLayout.pInputElementDescs = pipelineProperties.IASet.data();
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graphicPipelineStateDesc.InputLayout.NumElements = (UINT)pipelineProperties.IASet.size();
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graphicPipelineStateDesc.SampleDesc.Count = 1;
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graphicPipelineStateDesc.SampleMask = pipelineProperties.SampleMask;
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graphicPipelineStateDesc.SampleMask = UINT_MAX;
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graphicPipelineStateDesc.NodeMask = 1;
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extraData.first->CreateGraphicsPipelineState(&graphicPipelineStateDesc, IID_PPV_ARGS(&result->first));
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