Started work on BeginRenderPass, enough to get a clear screen!
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40b6ec0e91
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56ebde7567
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@ -857,14 +857,62 @@ static void D3D11_BeginRenderPass(
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uint32_t colorAttachmentCount,
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uint32_t colorAttachmentCount,
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Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo
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Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo
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) {
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) {
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NOT_IMPLEMENTED
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
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D3D11Texture *texture;
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float clearColors[4];
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ID3D11RenderTargetView *rtViews[MAX_COLOR_TARGET_BINDINGS];
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ID3D11DepthStencilView *dsView = NULL;
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D3D11_VIEWPORT viewports[1];
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D3D11_RECT scissorRects[1];
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uint8_t i;
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/* Get the RTVs for each color attachment. */
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for (i = 0; i < colorAttachmentCount; i += 1)
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{
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rtViews[i] = ((D3D11Texture*) colorAttachmentInfos[i].texture)->rtv;
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}
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/* FIXME: Get the DSV for the depth stencil attachment, if one exists! */
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/* Set the render targets. */
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ID3D11DeviceContext_OMSetRenderTargets(
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cmdbuf->context,
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colorAttachmentCount,
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rtViews,
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NULL
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);
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/* Perform load ops on those render targets. */
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for (i = 0; i < colorAttachmentCount; i += 1)
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{
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texture = (D3D11Texture*) colorAttachmentInfos[i].texture;
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if (colorAttachmentInfos[i].loadOp == REFRESH_LOADOP_CLEAR)
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{
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clearColors[0] = colorAttachmentInfos[i].clearColor.x;
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clearColors[1] = colorAttachmentInfos[i].clearColor.y;
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clearColors[2] = colorAttachmentInfos[i].clearColor.z;
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clearColors[3] = colorAttachmentInfos[i].clearColor.w;
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ID3D11DeviceContext_ClearRenderTargetView(
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cmdbuf->context,
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texture->rtv,
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clearColors
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);
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}
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}
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/* FIXME: Set viewport and scissor state */
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/* FIXME: What should we do with render area? */
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}
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}
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static void D3D11_EndRenderPass(
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static void D3D11_EndRenderPass(
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Refresh_Renderer* driverData,
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Refresh_Renderer* driverData,
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Refresh_CommandBuffer* commandBuffer
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Refresh_CommandBuffer* commandBuffer
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) {
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) {
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NOT_IMPLEMENTED
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/* FIXME: What should we do here? */
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}
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}
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static void D3D11_BindGraphicsPipeline(
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static void D3D11_BindGraphicsPipeline(
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