Fix minor blendstate oversight, restore a disabled optimization

This commit is contained in:
Henrik Rydgård 2017-08-14 16:21:02 +02:00
parent a1fd2d1ed1
commit 000723f29f

View file

@ -133,7 +133,6 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
bool useBufferedRendering = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
gstate_c.Clean(DIRTY_BLEND_STATE);
// Unfortunately, this isn't implemented yet.
gstate_c.SetAllowShaderBlend(false);
if (gstate.isModeClear()) {
@ -403,7 +402,7 @@ void DrawEngineVulkan::ApplyDrawStateLate(VkCommandBuffer cmd, bool applyStencil
if (applyStencilRef) {
vkCmdSetStencilReference(cmd, VK_STENCIL_FRONT_AND_BACK, stencilRef);
}
if (dynState_.useBlendColor) {
if (gstate_c.IsDirty(DIRTY_BLEND_STATE)) {
float bc[4];
Uint8x4ToFloat4(bc, dynState_.blendColor);
vkCmdSetBlendConstants(cmd, bc);