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D3D11 stock objects: Remove unused items
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@@ -109,38 +109,7 @@ HRESULT CreateGeometryShaderD3D11(ID3D11Device *device, const char *code, size_t
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}
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void StockObjectsD3D11::Create(ID3D11Device *device) {
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D3D11_BLEND_DESC blend_desc{};
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blend_desc.RenderTarget[0].BlendEnable = false;
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blend_desc.IndependentBlendEnable = false;
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for (int i = 0; i < 16; i++) {
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blend_desc.RenderTarget[0].RenderTargetWriteMask = i;
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ASSERT_SUCCESS(device->CreateBlendState(&blend_desc, &blendStateDisabledWithColorMask[i]));
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}
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D3D11_DEPTH_STENCIL_DESC depth_desc{};
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depth_desc.DepthEnable = FALSE;
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ASSERT_SUCCESS(device->CreateDepthStencilState(&depth_desc, &depthStencilDisabled));
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depth_desc.StencilEnable = TRUE;
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depth_desc.StencilReadMask = 0xFF;
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depth_desc.StencilWriteMask = 0xFF;
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depth_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_REPLACE;
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depth_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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depth_desc.BackFace = depth_desc.FrontFace;
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ASSERT_SUCCESS(device->CreateDepthStencilState(&depth_desc, &depthDisabledStencilWrite));
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D3D11_RASTERIZER_DESC raster_desc{};
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raster_desc.FillMode = D3D11_FILL_SOLID;
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raster_desc.CullMode = D3D11_CULL_NONE;
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raster_desc.ScissorEnable = FALSE;
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raster_desc.DepthClipEnable = TRUE; // the default! FALSE is unsupported on D3D11 level 9
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ASSERT_SUCCESS(device->CreateRasterizerState(&raster_desc, &rasterStateNoCull));
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D3D11_SAMPLER_DESC sampler_desc{};
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
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for (int i = 0; i < 4; i++)
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@@ -149,27 +118,15 @@ void StockObjectsD3D11::Create(ID3D11Device *device) {
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sampler_desc.MaxLOD = FLT_MAX;
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sampler_desc.MipLODBias = 0.0f;
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sampler_desc.MaxAnisotropy = 1;
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ASSERT_SUCCESS(device->CreateSamplerState(&sampler_desc, &samplerPoint2DWrap));
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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ASSERT_SUCCESS(device->CreateSamplerState(&sampler_desc, &samplerLinear2DWrap));
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sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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ASSERT_SUCCESS(device->CreateSamplerState(&sampler_desc, &samplerPoint2DClamp));
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sampler_desc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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ASSERT_SUCCESS(device->CreateSamplerState(&sampler_desc, &samplerLinear2DClamp));
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}
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void StockObjectsD3D11::Destroy() {
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for (int i = 0; i < 16; i++) {
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blendStateDisabledWithColorMask[i].Reset();
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}
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depthStencilDisabled.Reset();
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depthDisabledStencilWrite.Reset();
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rasterStateNoCull.Reset();
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samplerPoint2DWrap.Reset();
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samplerLinear2DWrap.Reset();
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samplerPoint2DClamp.Reset();
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samplerLinear2DClamp.Reset();
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}
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@@ -85,12 +85,6 @@ public:
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void Create(ID3D11Device *device);
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void Destroy();
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Microsoft::WRL::ComPtr<ID3D11DepthStencilState> depthStencilDisabled;
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Microsoft::WRL::ComPtr<ID3D11DepthStencilState> depthDisabledStencilWrite;
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Microsoft::WRL::ComPtr<ID3D11BlendState> blendStateDisabledWithColorMask[16];
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Microsoft::WRL::ComPtr<ID3D11RasterizerState> rasterStateNoCull;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> samplerPoint2DWrap;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> samplerLinear2DWrap;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> samplerPoint2DClamp;
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Microsoft::WRL::ComPtr<ID3D11SamplerState> samplerLinear2DClamp;
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};
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