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3b6a3a5019
don't track .user files except for cnq3 and cnq3-server disabled FPS hack disabled FPS hack, part 2
57 lines
2.4 KiB
C
57 lines
2.4 KiB
C
//*********************************************************
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//
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// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License (MIT).
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//
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//*********************************************************
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#pragma once
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#ifndef __cplusplus
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#error D3DX12 requires C++
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#endif
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#include "d3d12.h"
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inline bool operator==( const D3D12_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS &a, const D3D12_RENDER_PASS_BEGINNING_ACCESS_CLEAR_PARAMETERS &b) noexcept
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{
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return a.ClearValue == b.ClearValue;
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}
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inline bool operator==( const D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS &a, const D3D12_RENDER_PASS_ENDING_ACCESS_RESOLVE_PARAMETERS &b) noexcept
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{
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if (a.pSrcResource != b.pSrcResource) return false;
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if (a.pDstResource != b.pDstResource) return false;
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if (a.SubresourceCount != b.SubresourceCount) return false;
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if (a.Format != b.Format) return false;
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if (a.ResolveMode != b.ResolveMode) return false;
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if (a.PreserveResolveSource != b.PreserveResolveSource) return false;
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return true;
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}
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inline bool operator==( const D3D12_RENDER_PASS_BEGINNING_ACCESS &a, const D3D12_RENDER_PASS_BEGINNING_ACCESS &b) noexcept
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{
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if (a.Type != b.Type) return false;
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if (a.Type == D3D12_RENDER_PASS_BEGINNING_ACCESS_TYPE_CLEAR && !(a.Clear == b.Clear)) return false;
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return true;
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}
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inline bool operator==( const D3D12_RENDER_PASS_ENDING_ACCESS &a, const D3D12_RENDER_PASS_ENDING_ACCESS &b) noexcept
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{
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if (a.Type != b.Type) return false;
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if (a.Type == D3D12_RENDER_PASS_ENDING_ACCESS_TYPE_RESOLVE && !(a.Resolve == b.Resolve)) return false;
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return true;
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}
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inline bool operator==( const D3D12_RENDER_PASS_RENDER_TARGET_DESC &a, const D3D12_RENDER_PASS_RENDER_TARGET_DESC &b) noexcept
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{
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if (a.cpuDescriptor.ptr != b.cpuDescriptor.ptr) return false;
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if (!(a.BeginningAccess == b.BeginningAccess)) return false;
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if (!(a.EndingAccess == b.EndingAccess)) return false;
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return true;
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}
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inline bool operator==( const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC &a, const D3D12_RENDER_PASS_DEPTH_STENCIL_DESC &b) noexcept
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{
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if (a.cpuDescriptor.ptr != b.cpuDescriptor.ptr) return false;
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if (!(a.DepthBeginningAccess == b.DepthBeginningAccess)) return false;
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if (!(a.StencilBeginningAccess == b.StencilBeginningAccess)) return false;
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if (!(a.DepthEndingAccess == b.DepthEndingAccess)) return false;
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if (!(a.StencilEndingAccess == b.StencilEndingAccess)) return false;
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return true;
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}
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