Vulkan: Include DepthMode in ProgramPipelineState (#5185)

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riperiperi 2023-06-01 08:05:39 +01:00 committed by GitHub
parent c6676007bf
commit 4741a05df9
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4 changed files with 23 additions and 1 deletions

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@ -63,6 +63,8 @@ namespace Ryujinx.Graphics.GAL
public bool PrimitiveRestartEnable;
public uint PatchControlPoints;
public DepthMode DepthMode;
public void SetVertexAttribs(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
{
VertexAttribCount = vertexAttribs.Length;

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@ -771,7 +771,11 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private void UpdateDepthMode()
{
_context.Renderer.Pipeline.SetDepthMode(GetDepthMode());
DepthMode mode = GetDepthMode();
_pipeline.DepthMode = mode;
_context.Renderer.Pipeline.SetDepthMode(mode);
}
/// <summary>

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@ -736,6 +736,19 @@ namespace Ryujinx.Graphics.Gpu.Shader
return MatchesTexture(specializationState, descriptor);
}
/// <summary>
/// Populates pipeline state that doesn't exist in older caches with default values
/// based on specialization state.
/// </summary>
/// <param name="pipelineState">Pipeline state to prepare</param>
private void PreparePipelineState(ref ProgramPipelineState pipelineState)
{
if (!_compute)
{
pipelineState.DepthMode = GraphicsState.DepthMode ? DepthMode.MinusOneToOne : DepthMode.ZeroToOne;
}
}
/// <summary>
/// Reads shader specialization state that has been serialized.
/// </summary>
@ -776,6 +789,8 @@ namespace Ryujinx.Graphics.Gpu.Shader
{
ProgramPipelineState pipelineState = default;
dataReader.ReadWithMagicAndSize(ref pipelineState, PgpsMagic);
specState.PreparePipelineState(ref pipelineState);
specState.PipelineState = pipelineState;
}

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@ -165,6 +165,7 @@ namespace Ryujinx.Graphics.Vulkan
pipeline.DepthTestEnable = state.DepthTest.TestEnable;
pipeline.DepthWriteEnable = state.DepthTest.WriteEnable;
pipeline.DepthCompareOp = state.DepthTest.Func.Convert();
pipeline.DepthMode = state.DepthMode == DepthMode.MinusOneToOne;
pipeline.FrontFace = state.FrontFace.Convert();