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https://github.com/Ryujinx/Ryujinx.git
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Code Review Suggestions
This commit is contained in:
parent
4a3b10fa9f
commit
01c6d5491e
5 changed files with 100 additions and 76 deletions
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@ -1,4 +1,5 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Shader;
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using Silk.NET.Vulkan;
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@ -640,14 +641,32 @@ namespace Ryujinx.Graphics.Vulkan
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{
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if (texture is TextureView srcTexture)
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{
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var oldCullMode = _supportExtDynamic ? DynamicState.CullMode : _newState.CullMode;
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var oldStencilTestEnable = _supportExtDynamic ? DynamicState.StencilTestEnable : _newState.StencilTestEnable;
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var oldDepthTestEnable = _supportExtDynamic ? DynamicState.DepthTestEnable : _newState.DepthTestEnable;
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var oldDepthWriteEnable = _supportExtDynamic ? DynamicState.DepthWriteEnable : _newState.DepthWriteEnable;
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var oldTopology = _supportExtDynamic ? DynamicState.Topology : _newState.Topology;
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var oldTopologyClass = _newState.Topology;
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var oldViewports = DynamicState.Viewports;
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var oldViewportsCount = _supportExtDynamic ? DynamicState.ViewportsCount : _newState.ViewportsCount;
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CullModeFlags oldCullMode;
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bool oldStencilTestEnable;
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bool oldDepthTestEnable;
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bool oldDepthWriteEnable;
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Silk.NET.Vulkan.PrimitiveTopology oldTopology;
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Array16<Silk.NET.Vulkan.Viewport> oldViewports = DynamicState.Viewports;
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uint oldViewportsCount;
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if (_supportExtDynamic)
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{
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oldCullMode = DynamicState.CullMode;
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oldStencilTestEnable = DynamicState.StencilTestEnable;
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oldDepthTestEnable = DynamicState.DepthTestEnable;
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oldDepthWriteEnable = DynamicState.DepthWriteEnable;
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oldTopology = DynamicState.Topology;
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oldViewportsCount = DynamicState.ViewportsCount;
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}
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else
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{
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oldCullMode = _newState.CullMode;
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oldStencilTestEnable = _newState.StencilTestEnable;
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oldDepthTestEnable = _newState.DepthTestEnable;
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oldDepthWriteEnable = _newState.DepthWriteEnable;
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oldTopology = _newState.Topology;
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oldViewportsCount = _newState.ViewportsCount;
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}
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if (_supportExtDynamic)
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{
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@ -661,9 +680,9 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.StencilTestEnable = false;
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_newState.DepthTestEnable = false;
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_newState.DepthWriteEnable = false;
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}
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SignalStateChange();
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SignalStateChange();
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}
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Gd.HelperShader.DrawTexture(
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Gd,
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@ -673,13 +692,10 @@ namespace Ryujinx.Graphics.Vulkan
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srcRegion,
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dstRegion);
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_newState.Topology = oldTopology;
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if (_supportExtDynamic)
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{
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if (oldTopologyClass != _newState.Topology)
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{
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_newState.Topology = oldTopology;
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}
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DynamicState.SetCullMode(oldCullMode);
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DynamicState.SetStencilTest(oldStencilTestEnable);
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DynamicState.SetDepthTestBool(oldDepthTestEnable, oldDepthWriteEnable);
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@ -692,7 +708,6 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.DepthTestEnable = oldDepthTestEnable;
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_newState.DepthWriteEnable = oldDepthWriteEnable;
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_newState.ViewportsCount = oldViewportsCount;
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_newState.Topology = oldTopology;
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}
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DynamicState.SetViewports(ref oldViewports, oldViewportsCount);
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@ -832,7 +847,6 @@ namespace Ryujinx.Graphics.Vulkan
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if (_supportExtDynamic2)
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{
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DynamicState.SetDepthBiasEnable(depthBiasEnable);
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changed = true;
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}
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else if (_newState.DepthBiasEnable != depthBiasEnable)
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{
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@ -843,7 +857,6 @@ namespace Ryujinx.Graphics.Vulkan
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if (depthBiasEnable)
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{
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DynamicState.SetDepthBias(factor, units, clamp);
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changed = true;
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}
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if (changed)
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@ -888,10 +901,11 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.DepthTestEnable = depthTest.TestEnable;
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_newState.DepthWriteEnable = depthTest.WriteEnable;
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_newState.DepthCompareOp = depthTest.Func.Convert();
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SignalStateChange();
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}
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UpdatePassDepthStencil();
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SignalStateChange();
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}
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public void SetFaceCulling(bool enable, Face face)
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@ -903,9 +917,9 @@ namespace Ryujinx.Graphics.Vulkan
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else
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{
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_newState.CullMode = enable ? face.Convert() : CullModeFlags.None;
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}
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SignalStateChange();
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SignalStateChange();
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}
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}
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public void SetFrontFace(FrontFace frontFace)
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@ -917,9 +931,9 @@ namespace Ryujinx.Graphics.Vulkan
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else
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{
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_newState.FrontFace = frontFace.Convert();
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}
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SignalStateChange();
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SignalStateChange();
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}
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}
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public void SetImage(ShaderStage stage, int binding, ITexture image, Format imageFormat)
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@ -962,8 +976,6 @@ namespace Ryujinx.Graphics.Vulkan
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{
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DynamicState.SetLineWidth(Gd.Capabilities.SupportsWideLines ? width : 1.0f);
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}
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SignalStateChange();
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}
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public void SetLogicOpState(bool enable, LogicalOp op)
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@ -1007,9 +1019,9 @@ namespace Ryujinx.Graphics.Vulkan
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else
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{
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_newState.PatchControlPoints = (uint)vertices;
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}
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SignalStateChange();
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SignalStateChange();
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}
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// TODO: Default levels (likely needs emulation on shaders?)
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}
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@ -1033,10 +1045,11 @@ namespace Ryujinx.Graphics.Vulkan
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else
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{
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_newState.PrimitiveRestartEnable = enable;
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SignalStateChange();
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}
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// TODO: What to do about the index?
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SignalStateChange();
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}
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public void SetPrimitiveTopology(PrimitiveTopology topology)
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@ -1045,19 +1058,12 @@ namespace Ryujinx.Graphics.Vulkan
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var vkTopology = Gd.TopologyRemap(topology).Convert();
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_newState.Topology = vkTopology;
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if (_supportExtDynamic)
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{
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if ((_newState.Topology != vkTopology))
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{
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_newState.Topology = vkTopology;
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}
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DynamicState.SetPrimitiveTopology(vkTopology);
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}
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else
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{
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_newState.Topology = vkTopology;
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}
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SignalStateChange();
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}
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@ -1074,7 +1080,7 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.PipelineLayout = internalProgram.PipelineLayout;
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_newState.HasTessellationControlShader = internalProgram.HasTessellationControlShader;
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_newState.StagesCount = internalProgram.IsCompute ? 1 : (uint)stages.Length;
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_newState.StagesCount = (uint)stages.Length;
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stages.CopyTo(_newState.Stages.AsSpan()[..stages.Length]);
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@ -1104,15 +1110,16 @@ namespace Ryujinx.Graphics.Vulkan
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public void SetRasterizerDiscard(bool discard)
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{
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if (!_supportExtDynamic2)
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{
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_newState.RasterizerDiscardEnable = discard;
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}
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else
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if (_supportExtDynamic2)
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{
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DynamicState.SetRasterizerDiscard(discard);
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}
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SignalStateChange();
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else
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{
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_newState.RasterizerDiscardEnable = discard;
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SignalStateChange();
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}
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if (!discard && Gd.IsQualcommProprietary)
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{
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@ -1195,11 +1202,6 @@ namespace Ryujinx.Graphics.Vulkan
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ClearScissor = regions[0];
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}
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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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DynamicState.ScissorsCount = count;
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for (int i = 0; i < count; i++)
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DynamicState.SetScissor(i, new Rect2D(offset, extent));
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}
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SignalStateChange();
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if (!_supportExtDynamic)
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{
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_newState.ScissorsCount = (uint)count;
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SignalStateChange();
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}
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}
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public void SetStencilTest(StencilTestDescriptor stencilTest)
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stencilTest.FrontDpFail.Convert(),
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stencilTest.FrontFunc.Convert(),
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stencilTest.TestEnable);
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UpdatePassDepthStencil();
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}
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else
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{
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@ -1240,6 +1249,9 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.StencilFrontDepthFailOp = stencilTest.FrontDpFail.Convert();
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_newState.StencilFrontCompareOp = stencilTest.FrontFunc.Convert();
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_newState.StencilTestEnable = stencilTest.TestEnable;
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UpdatePassDepthStencil();
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SignalStateChange();
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}
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DynamicState.SetStencilMask((uint)stencilTest.BackFuncMask,
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(uint)stencilTest.FrontFuncMask,
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(uint)stencilTest.FrontMask,
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(uint)stencilTest.FrontFuncRef);
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UpdatePassDepthStencil();
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SignalStateChange();
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}
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public void SetStorageBuffers(ReadOnlySpan<BufferAssignment> buffers)
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return Math.Clamp(value, 0f, 1f);
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}
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if (!_supportExtDynamic)
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{
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_newState.ViewportsCount = (uint)count;
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}
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DynamicState.ViewportsCount = (uint)count;
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for (int i = 0; i < count; i++)
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Clamp(viewport.DepthFar)));
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}
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SignalStateChange();
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if (!_supportExtDynamic)
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{
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_newState.ViewportsCount = (uint)count;
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SignalStateChange();
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}
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}
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public void SwapBuffer(Auto<DisposableBuffer> from, Auto<DisposableBuffer> to)
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}
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// Stencil test being enabled doesn't necessarily mean a write, but it's not critical to check.
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_passWritesDepthStencil |= _supportExtDynamic ? (DynamicState.DepthTestEnable && DynamicState.DepthWriteEnable) || DynamicState.StencilTestEnable : (_newState.DepthTestEnable && _newState.DepthWriteEnable) || _newState.StencilTestEnable;
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if (_supportExtDynamic)
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{
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_passWritesDepthStencil |= (DynamicState.DepthTestEnable && DynamicState.DepthWriteEnable) || DynamicState.StencilTestEnable;
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}
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else
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{
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_passWritesDepthStencil |= (_newState.DepthTestEnable && _newState.DepthWriteEnable) || _newState.StencilTestEnable;
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}
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}
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private bool RecreateGraphicsPipelineIfNeeded()
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PrimitiveTopology = 1 << 16,
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DepthBiasEnable = 1 << 17,
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Standard = Blend | DepthBias | Scissor | Stencil | Viewport | FeedbackLoop,
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Extended = CullMode | FrontFace | DepthTestBool | DepthTestCompareOp | StencilTestEnableandStencilOp | PrimitiveTopology,
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Extended = CullMode | FrontFace | DepthTestBool | DepthTestCompareOp | StencilTestEnableAndStencilOp | PrimitiveTopology,
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Extended2 = RasterDiscard | PrimitiveRestart | DepthBiasEnable,
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}
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_dirty |= DirtyFlags.DepthTestCompareOp;
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}
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public void SetStencilTestandOp(StencilOp backFailOp, StencilOp backPassOp, StencilOp backDepthFailOp,
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CompareOp backCompareOp, StencilOp frontFailOp, StencilOp frontPassOp, StencilOp frontDepthFailOp,
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CompareOp frontCompareOp, bool stencilTestEnable)
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public void SetStencilTestandOp(
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StencilOp backFailOp,
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StencilOp backPassOp,
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StencilOp backDepthFailOp,
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CompareOp backCompareOp,
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StencilOp frontFailOp,
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StencilOp frontPassOp,
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StencilOp frontDepthFailOp,
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CompareOp frontCompareOp,
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bool stencilTestEnable)
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{
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_backFailOp = backFailOp;
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_backPassOp = backPassOp;
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StencilTestEnable = stencilTestEnable;
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_dirty |= DirtyFlags.StencilTestEnableandStencilOp;
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_dirty |= DirtyFlags.StencilTestEnableAndStencilOp;
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}
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public void SetStencilTest(bool stencilTestEnable)
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{
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StencilTestEnable = stencilTestEnable;
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_dirty |= DirtyFlags.StencilTestEnableandStencilOp;
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_dirty |= DirtyFlags.StencilTestEnableAndStencilOp;
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}
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public void SetStencilMask(uint backCompareMask, uint backWriteMask, uint backReference,
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uint frontCompareMask, uint frontWriteMask, uint frontReference)
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public void SetStencilMask(uint backCompareMask,
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uint backWriteMask,
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uint backReference,
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uint frontCompareMask,
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uint frontWriteMask,
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uint frontReference)
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{
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_backCompareMask = backCompareMask;
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_backWriteMask = backWriteMask;
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RecordDepthTestCompareOp(gd.ExtendedDynamicStateApi, commandBuffer);
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}
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if (_dirty.HasFlag(DirtyFlags.StencilTestEnableandStencilOp))
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if (_dirty.HasFlag(DirtyFlags.StencilTestEnableAndStencilOp))
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{
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RecordStencilTestandOp(gd.ExtendedDynamicStateApi, commandBuffer);
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RecordStencilTestAndOp(gd.ExtendedDynamicStateApi, commandBuffer);
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}
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if (_dirty.HasFlag(DirtyFlags.LineWidth))
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@ -258,8 +258,6 @@ namespace Ryujinx.Graphics.Vulkan
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private bool _supportsFeedBackLoopDynamicState;
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private uint _blendEnables;
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public void Initialize(HardwareCapabilities capabilities)
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{
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HasTessellationControlShader = false;
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@ -492,10 +492,8 @@ namespace Ryujinx.Graphics.Vulkan
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{
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SType = StructureType.PhysicalDeviceExtendedDynamicState2FeaturesExt,
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PNext = pExtendedFeatures,
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ExtendedDynamicState2 =
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supportedFeaturesExtExtendedDynamicState2.ExtendedDynamicState2,
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ExtendedDynamicState2LogicOp =
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supportedFeaturesExtExtendedDynamicState2.ExtendedDynamicState2LogicOp,
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ExtendedDynamicState2 = supportedFeaturesExtExtendedDynamicState2.ExtendedDynamicState2,
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ExtendedDynamicState2LogicOp = supportedFeaturesExtExtendedDynamicState2.ExtendedDynamicState2LogicOp,
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ExtendedDynamicState2PatchControlPoints = supportedFeaturesExtExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints,
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};
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@ -423,6 +423,7 @@ namespace Ryujinx.Graphics.Vulkan
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properties.Limits.FramebufferStencilSampleCounts;
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// Temporarily disable this, can be added back at a later date, make it easy to re-enable.
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// Disabled because currently causing Device Lost error on nVidia.
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featuresExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints = false;
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Capabilities = new HardwareCapabilities(
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