Some missed values
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398ca7ad82
commit
cee5ae5551
2 changed files with 17 additions and 15 deletions
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@ -1159,7 +1159,10 @@ namespace Ryujinx.Graphics.Vulkan
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DynamicState.ScissorsCount = count;
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_newState.ScissorsCount = (uint)count;
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if (!_supportExtDynamic)
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{
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_newState.ScissorsCount = (uint)count;
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}
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SignalStateChange();
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}
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@ -168,7 +168,6 @@ namespace Ryujinx.Graphics.Vulkan
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pipeline.DepthMode = state.DepthMode == DepthMode.MinusOneToOne;
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pipeline.HasDepthStencil = state.DepthStencilEnable;
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pipeline.LineWidth = state.LineWidth;
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pipeline.LogicOpEnable = state.LogicOpEnable;
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pipeline.LogicOp = state.LogicOp.Convert();
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@ -181,17 +180,6 @@ namespace Ryujinx.Graphics.Vulkan
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pipeline.RasterizerDiscardEnable = state.RasterizerDiscard;
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pipeline.SamplesCount = (uint)state.SamplesCount;
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if (gd.Capabilities.SupportsMultiView)
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{
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pipeline.ScissorsCount = Constants.MaxViewports;
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pipeline.ViewportsCount = Constants.MaxViewports;
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}
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else
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{
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pipeline.ScissorsCount = 1;
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pipeline.ViewportsCount = 1;
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}
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pipeline.DepthBiasEnable = state.BiasEnable != 0;
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// Stencil masks and ref are dynamic, so are 0 in the Vulkan pipeline.
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@ -205,6 +193,17 @@ namespace Ryujinx.Graphics.Vulkan
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pipeline.FrontFace = state.FrontFace.Convert();
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if (gd.Capabilities.SupportsMultiView)
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{
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pipeline.ScissorsCount = Constants.MaxViewports;
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pipeline.ViewportsCount = Constants.MaxViewports;
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}
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else
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{
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pipeline.ScissorsCount = 1;
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pipeline.ViewportsCount = 1;
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}
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pipeline.StencilFrontFailOp = state.StencilTest.FrontSFail.Convert();
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pipeline.StencilFrontPassOp = state.StencilTest.FrontDpPass.Convert();
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pipeline.StencilFrontDepthFailOp = state.StencilTest.FrontDpFail.Convert();
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@ -216,10 +215,10 @@ namespace Ryujinx.Graphics.Vulkan
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pipeline.StencilBackCompareOp = state.StencilTest.BackFunc.Convert();
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pipeline.StencilTestEnable = state.StencilTest.TestEnable;
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pipeline.Topology = gd.TopologyRemap(state.Topology).Convert();
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}
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pipeline.Topology = gd.TopologyRemap(state.Topology).Convert();
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int vaCount = Math.Min(Constants.MaxVertexAttributes, state.VertexAttribCount);
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int vbCount = Math.Min(Constants.MaxVertexBuffers, state.VertexBufferCount);
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