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Vulkan: Include DepthMode in ProgramPipelineState (#5185)
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@ -63,6 +63,8 @@ namespace Ryujinx.Graphics.GAL
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public bool PrimitiveRestartEnable;
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public uint PatchControlPoints;
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public DepthMode DepthMode;
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public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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VertexAttribCount = vertexAttribs.Length;
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@ -771,7 +771,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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private void UpdateDepthMode()
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{
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_context.Renderer.Pipeline.SetDepthMode(GetDepthMode());
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DepthMode mode = GetDepthMode();
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_pipeline.DepthMode = mode;
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_context.Renderer.Pipeline.SetDepthMode(mode);
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}
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/// <summary>
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@ -736,6 +736,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
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return MatchesTexture(specializationState, descriptor);
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}
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/// <summary>
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/// Populates pipeline state that doesn't exist in older caches with default values
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/// based on specialization state.
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/// </summary>
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/// <param name="pipelineState">Pipeline state to prepare</param>
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private void PreparePipelineState(ref ProgramPipelineState pipelineState)
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{
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if (!_compute)
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{
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pipelineState.DepthMode = GraphicsState.DepthMode ? DepthMode.MinusOneToOne : DepthMode.ZeroToOne;
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}
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}
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/// <summary>
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/// Reads shader specialization state that has been serialized.
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/// </summary>
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@ -776,6 +789,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
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{
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ProgramPipelineState pipelineState = default;
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dataReader.ReadWithMagicAndSize(ref pipelineState, PgpsMagic);
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specState.PreparePipelineState(ref pipelineState);
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specState.PipelineState = pipelineState;
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}
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@ -165,6 +165,7 @@ namespace Ryujinx.Graphics.Vulkan
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pipeline.DepthTestEnable = state.DepthTest.TestEnable;
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pipeline.DepthWriteEnable = state.DepthTest.WriteEnable;
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pipeline.DepthCompareOp = state.DepthTest.Func.Convert();
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pipeline.DepthMode = state.DepthMode == DepthMode.MinusOneToOne;
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pipeline.FrontFace = state.FrontFace.Convert();
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