forked from Misaki/GhostEngine
Enhanced barrier
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@@ -179,24 +179,11 @@ internal unsafe class D3D12PipelineLibrary : IPipelineLibrary
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return Result.Success(cbufferInfo);
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}
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private static D3D12_COMPARISON_FUNC ToD3DCompare(ZTest z) => z switch
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{
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ZTest.Disabled => D3D12_COMPARISON_FUNC_NEVER,
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ZTest.Less => D3D12_COMPARISON_FUNC_LESS,
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ZTest.LessEqual => D3D12_COMPARISON_FUNC_LESS_EQUAL,
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ZTest.Equal => D3D12_COMPARISON_FUNC_EQUAL,
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ZTest.GreaterEqual => D3D12_COMPARISON_FUNC_GREATER_EQUAL,
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ZTest.Greater => D3D12_COMPARISON_FUNC_GREATER,
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ZTest.NotEqual => D3D12_COMPARISON_FUNC_NOT_EQUAL,
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ZTest.Always => D3D12_COMPARISON_FUNC_ALWAYS,
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_ => D3D12_COMPARISON_FUNC_LESS_EQUAL
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};
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private static D3D12_DEPTH_STENCIL_DESC BuildDepthStencil(ZTest ztest, ZWrite zwrite)
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{
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var depthEnabled = ztest != ZTest.Disabled;
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var writeEnabled = zwrite == ZWrite.On;
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var cmp = ToD3DCompare(ztest);
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var cmp = ztest.ToD3DCompare();
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return D3D12Utility.D3D12_DEPTH_STENCIL_DESC_CREATE(depthEnabled, writeEnabled, cmp);
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}
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