Scissor test implementation. Partially stubbed until geometry shaders… (#556)
* Scissor test implementation. Partially stubbed until geometry shaders are fixed * Apply to all viewports when geometry shaders are disabled. * Also apply enable cap to all viewports when geometry shaders are disabled * Added fixme as per suggestion Co-Authored-By: BaronKiko <BaronKiko@users.noreply.github.com> * Apparently no alignment needed here. * Comment on new line * Correct height calculation
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@ -91,6 +91,13 @@
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public GalStencilOp StencilFrontOpZPass;
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public uint StencilFrontMask;
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public int ScissorTestCount;
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public bool[] ScissorTestEnabled;
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public int[] ScissorTestX;
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public int[] ScissorTestY;
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public int[] ScissorTestWidth;
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public int[] ScissorTestHeight;
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public bool BlendIndependent;
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public BlendState[] Blends;
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@ -111,6 +118,12 @@
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Blends = new BlendState[RenderTargetsCount];
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ScissorTestEnabled = new bool[RenderTargetsCount];
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ScissorTestY = new int[RenderTargetsCount];
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ScissorTestX = new int[RenderTargetsCount];
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ScissorTestWidth = new int[RenderTargetsCount];
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ScissorTestHeight = new int[RenderTargetsCount];
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ColorMasks = new ColorMaskState[RenderTargetsCount];
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}
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}
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