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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h
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+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.h
@@ -0,0 +1,86 @@
+//
+// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// Clear11.h: Framebuffer clear utility class.
+
+#ifndef LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
+#define LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_
+
+#include <map>
+#include <vector>
+
+#include "libANGLE/angletypes.h"
+#include "libANGLE/Error.h"
+#include "libANGLE/Framebuffer.h"
+
+namespace rx
+{
+class Renderer11;
+class RenderTarget11;
+struct ClearParameters;
+
+class Clear11 : angle::NonCopyable
+{
+ public:
+ explicit Clear11(Renderer11 *renderer);
+ ~Clear11();
+
+ // Clears the framebuffer with the supplied clear parameters, assumes that the framebuffer is currently applied.
+ gl::Error clearFramebuffer(const ClearParameters &clearParams, const gl::Framebuffer::Data &fboData);
+
+ private:
+ struct MaskedRenderTarget
+ {
+ bool colorMask[4];
+ RenderTarget11 *renderTarget;
+ };
+
+ ID3D11BlendState *getBlendState(const std::vector<MaskedRenderTarget> &rts);
+ ID3D11DepthStencilState *getDepthStencilState(const ClearParameters &clearParams);
+
+ struct ClearShader
+ {
+ ID3D11InputLayout *inputLayout;
+ ID3D11VertexShader *vertexShader;
+ ID3D11PixelShader *pixelShader;
+ };
+
+ template <unsigned int vsSize, unsigned int psSize>
+ static ClearShader CreateClearShader(ID3D11Device *device, DXGI_FORMAT colorType, const BYTE(&vsByteCode)[vsSize], const BYTE(&psByteCode)[psSize]);
+
+ Renderer11 *mRenderer;
+
+ struct ClearBlendInfo
+ {
+ bool maskChannels[D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT][4];
+ };
+ typedef bool(*ClearBlendInfoComparisonFunction)(const ClearBlendInfo&, const ClearBlendInfo &);
+ typedef std::map<ClearBlendInfo, ID3D11BlendState*, ClearBlendInfoComparisonFunction> ClearBlendStateMap;
+ ClearBlendStateMap mClearBlendStates;
+
+ ClearShader mFloatClearShader;
+ ClearShader mUintClearShader;
+ ClearShader mIntClearShader;
+
+ struct ClearDepthStencilInfo
+ {
+ bool clearDepth;
+ bool clearStencil;
+ UINT8 stencilWriteMask;
+ };
+ typedef bool (*ClearDepthStencilInfoComparisonFunction)(const ClearDepthStencilInfo&, const ClearDepthStencilInfo &);
+ typedef std::map<ClearDepthStencilInfo, ID3D11DepthStencilState*, ClearDepthStencilInfoComparisonFunction> ClearDepthStencilStateMap;
+ ClearDepthStencilStateMap mClearDepthStencilStates;
+
+ ID3D11Buffer *mVertexBuffer;
+ ID3D11RasterizerState *mRasterizerState;
+
+ bool mSupportsClearView;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_D3D11_CLEAR11_H_