GPUDevice: Add support for Raster Ordered Views
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@ -89,7 +89,7 @@ public:
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void* MapUniformBuffer(u32 size) override;
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void UnmapUniformBuffer(u32 size) override;
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void SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds,
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GPUPipeline::RenderPassFlag feedback_loop = GPUPipeline::NoRenderPassFlags) override;
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GPUPipeline::RenderPassFlag flags = GPUPipeline::NoRenderPassFlags) override;
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void SetPipeline(GPUPipeline* pipeline) override;
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void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
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void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
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@ -142,7 +142,7 @@ private:
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bool CreateBuffers();
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void DestroyBuffers();
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bool IsRenderTargetBound(const GPUTexture* tex) const;
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bool IsRenderTargetBound(const D3D11Texture* tex) const;
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ComPtr<ID3D11RasterizerState> GetRasterizationState(const GPUPipeline::RasterizationState& rs, Error* error);
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ComPtr<ID3D11DepthStencilState> GetDepthState(const GPUPipeline::DepthState& ds, Error* error);
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@ -180,6 +180,7 @@ private:
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D3D11Pipeline* m_current_pipeline = nullptr;
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std::array<D3D11Texture*, MAX_RENDER_TARGETS> m_current_render_targets = {};
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u32 m_num_current_render_targets = 0;
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GPUPipeline::RenderPassFlag m_current_render_pass_flags = GPUPipeline::NoRenderPassFlags;
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D3D11Texture* m_current_depth_target = nullptr;
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ID3D11InputLayout* m_current_input_layout = nullptr;
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