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feat(gx): implement draw calls in d3d backend
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4 changed files with 78 additions and 0 deletions
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@ -40,6 +40,8 @@ class CGxDevice {
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// Static variables
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static uint32_t s_alphaRef[];
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static C3Vector s_pointScaleIdentity;
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static uint32_t s_primVtxAdjust[];
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static uint32_t s_primVtxDiv[];
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static ShaderConstants s_shadowConstants[2];
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static uint32_t s_streamPoolSize[];
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static uint32_t s_texFormatBitDepth[];
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@ -56,6 +58,7 @@ class CGxDevice {
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static CGxDevice* NewGLL();
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#endif
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static CGxDevice* NewOpenGl();
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static uint32_t PrimCalcCount(EGxPrim primType, uint32_t count);
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// Member variables
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TSGrowableArray<CGxPushedRenderState> m_pushedStates;
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@ -69,6 +72,7 @@ class CGxDevice {
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int32_t m_shaderProfiles[GxShTargets_Last] = { 6, 0, 0, 0, 12, 0 }; // TODO placeholder
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TSHashTable<CGxShader, HASHKEY_STRI> m_shaderList[GxShTargets_Last];
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int32_t m_context = 0;
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int32_t intF5C = 0;
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int32_t intF64 = 0;
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CBoundingBox m_viewport;
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C44Matrix m_projection;
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