GPU: Move enums/types into separate file
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@ -347,7 +347,7 @@ bool GPU_HW_D3D11::CreateStateObjects()
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for (u8 transparency_mode = 0; transparency_mode < 5; transparency_mode++)
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{
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bl_desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
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if (transparency_mode != static_cast<u8>(TransparencyMode::Disabled) ||
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if (transparency_mode != static_cast<u8>(GPUTransparencyMode::Disabled) ||
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m_texture_filtering != GPUTextureFilter::Nearest)
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{
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bl_desc.RenderTarget[0].BlendEnable = TRUE;
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@ -356,7 +356,7 @@ bool GPU_HW_D3D11::CreateStateObjects()
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bl_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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bl_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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bl_desc.RenderTarget[0].BlendOp =
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(transparency_mode == static_cast<u8>(TransparencyMode::BackgroundMinusForeground)) ?
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(transparency_mode == static_cast<u8>(GPUTransparencyMode::BackgroundMinusForeground)) ?
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D3D11_BLEND_OP_REV_SUBTRACT :
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D3D11_BLEND_OP_ADD;
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bl_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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@ -462,7 +462,7 @@ bool GPU_HW_D3D11::CompileShaders()
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for (u8 interlacing = 0; interlacing < 2; interlacing++)
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{
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const std::string ps = shadergen.GenerateBatchFragmentShader(
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static_cast<BatchRenderMode>(render_mode), static_cast<TextureMode>(texture_mode),
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static_cast<BatchRenderMode>(render_mode), static_cast<GPUTextureMode>(texture_mode),
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ConvertToBoolUnchecked(dithering), ConvertToBoolUnchecked(interlacing));
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m_batch_pixel_shaders[render_mode][texture_mode][dithering][interlacing] =
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@ -610,7 +610,7 @@ void GPU_HW_D3D11::DrawUtilityShader(ID3D11PixelShader* shader, const void* unif
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void GPU_HW_D3D11::DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices)
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{
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const bool textured = (m_batch.texture_mode != TextureMode::Disabled);
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const bool textured = (m_batch.texture_mode != GPUTextureMode::Disabled);
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m_context->VSSetShader(m_batch_vertex_shaders[BoolToUInt8(textured)].Get(), nullptr, 0);
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@ -619,8 +619,8 @@ void GPU_HW_D3D11::DrawBatchVertices(BatchRenderMode render_mode, u32 base_verte
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.Get(),
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nullptr, 0);
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const TransparencyMode transparency_mode =
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(render_mode == BatchRenderMode::OnlyOpaque) ? TransparencyMode::Disabled : m_batch.transparency_mode;
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const GPUTransparencyMode transparency_mode =
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(render_mode == BatchRenderMode::OnlyOpaque) ? GPUTransparencyMode::Disabled : m_batch.transparency_mode;
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m_context->OMSetBlendState(m_batch_blend_states[static_cast<u8>(transparency_mode)].Get(), nullptr, 0xFFFFFFFFu);
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m_context->OMSetDepthStencilState(
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m_batch.check_mask_before_draw ? m_depth_test_less_state.Get() : m_depth_test_always_state.Get(), 0);
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