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Crashfix, fix left-behind culling disabling
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parent
02d1648872
commit
4b978b1fd3
2 changed files with 1 additions and 5 deletions
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@ -13,13 +13,13 @@ PipelineManagerVulkan::PipelineManagerVulkan(VulkanContext *vulkan) : vulkan_(vu
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PipelineManagerVulkan::~PipelineManagerVulkan() {
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Clear();
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vulkan_->QueueDelete(pipelineCache_);
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}
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void PipelineManagerVulkan::Clear() {
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// This should kill off all the shaders at once.
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// This could also be an opportunity to store the whole cache to disk. Will need to also
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// store the keys.
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vulkan_->QueueDelete(pipelineCache_);
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for (auto iter : pipelines_) {
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delete iter.second;
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}
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@ -202,7 +202,6 @@ void ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, ShaderManagerV
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// Set cull
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bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled();
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key.cullMode = wantCull ? (gstate.getCullMode() ? VK_CULL_MODE_FRONT_BIT : VK_CULL_MODE_BACK_BIT) : VK_CULL_MODE_NONE;
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key.cullMode = VK_CULL_MODE_NONE;
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// Depth Test
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if (gstate.isDepthTestEnabled()) {
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@ -290,9 +289,6 @@ void ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, ShaderManagerV
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if (depthMin < 0.0f) depthMin = 0.0f;
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if (depthMax > 1.0f) depthMax = 1.0f;
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if (vpAndScissor.dirtyProj) {
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shaderManager->DirtyUniform(DIRTY_PROJMATRIX);
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}
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if (vpAndScissor.dirtyDepth) {
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shaderManager->DirtyUniform(DIRTY_DEPTHRANGE);
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}
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