Small graphics abstraction layer cleanup (#3257)
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@ -1,47 +0,0 @@
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namespace Ryujinx.Graphics.GAL
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{
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public struct DepthStencilState
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{
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public bool DepthTestEnable { get; }
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public bool DepthWriteEnable { get; }
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public bool StencilTestEnable { get; }
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public CompareOp DepthFunc { get; }
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public CompareOp StencilFrontFunc { get; }
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public StencilOp StencilFrontSFail { get; }
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public StencilOp StencilFrontDpPass { get; }
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public StencilOp StencilFrontDpFail { get; }
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public CompareOp StencilBackFunc { get; }
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public StencilOp StencilBackSFail { get; }
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public StencilOp StencilBackDpPass { get; }
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public StencilOp StencilBackDpFail { get; }
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public DepthStencilState(
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bool depthTestEnable,
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bool depthWriteEnable,
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bool stencilTestEnable,
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CompareOp depthFunc,
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CompareOp stencilFrontFunc,
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StencilOp stencilFrontSFail,
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StencilOp stencilFrontDpPass,
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StencilOp stencilFrontDpFail,
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CompareOp stencilBackFunc,
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StencilOp stencilBackSFail,
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StencilOp stencilBackDpPass,
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StencilOp stencilBackDpFail)
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{
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DepthTestEnable = depthTestEnable;
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DepthWriteEnable = depthWriteEnable;
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StencilTestEnable = stencilTestEnable;
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DepthFunc = depthFunc;
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StencilFrontFunc = stencilFrontFunc;
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StencilFrontSFail = stencilFrontSFail;
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StencilFrontDpPass = stencilFrontDpPass;
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StencilFrontDpFail = stencilFrontDpFail;
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StencilBackFunc = stencilBackFunc;
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StencilBackSFail = stencilBackSFail;
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StencilBackDpPass = stencilBackDpPass;
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StencilBackDpFail = stencilBackDpFail;
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}
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}
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}
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@ -9,7 +9,6 @@ namespace Ryujinx.Graphics.GAL
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Texture2DArray,
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Texture2DArray,
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Texture2DMultisample,
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Texture2DMultisample,
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Texture2DMultisampleArray,
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Texture2DMultisampleArray,
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Rectangle,
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Cubemap,
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Cubemap,
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CubemapArray,
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CubemapArray,
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TextureBuffer
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TextureBuffer
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@ -444,8 +444,8 @@ namespace Ryujinx.Graphics.OpenGL
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return TextureTarget.Texture2DArray;
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return TextureTarget.Texture2DArray;
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case Target.Texture2DMultisample:
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case Target.Texture2DMultisample:
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return TextureTarget.Texture2DMultisample;
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return TextureTarget.Texture2DMultisample;
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case Target.Rectangle:
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case Target.Texture2DMultisampleArray:
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return TextureTarget.TextureRectangle;
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return TextureTarget.Texture2DMultisampleArray;
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case Target.Cubemap:
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case Target.Cubemap:
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return TextureTarget.TextureCubeMap;
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return TextureTarget.TextureCubeMap;
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case Target.CubemapArray:
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case Target.CubemapArray:
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