diff --git a/GPU/Vulkan/PipelineManagerVulkan.cpp b/GPU/Vulkan/PipelineManagerVulkan.cpp index f3275566cd..d704d172db 100644 --- a/GPU/Vulkan/PipelineManagerVulkan.cpp +++ b/GPU/Vulkan/PipelineManagerVulkan.cpp @@ -13,13 +13,13 @@ PipelineManagerVulkan::PipelineManagerVulkan(VulkanContext *vulkan) : vulkan_(vu PipelineManagerVulkan::~PipelineManagerVulkan() { Clear(); + vulkan_->QueueDelete(pipelineCache_); } void PipelineManagerVulkan::Clear() { // This should kill off all the shaders at once. // This could also be an opportunity to store the whole cache to disk. Will need to also // store the keys. - vulkan_->QueueDelete(pipelineCache_); for (auto iter : pipelines_) { delete iter.second; } diff --git a/GPU/Vulkan/StateMappingVulkan.cpp b/GPU/Vulkan/StateMappingVulkan.cpp index c2ea8a2e21..60e8a0bdac 100644 --- a/GPU/Vulkan/StateMappingVulkan.cpp +++ b/GPU/Vulkan/StateMappingVulkan.cpp @@ -202,7 +202,6 @@ void ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, ShaderManagerV // Set cull bool wantCull = !gstate.isModeThrough() && prim != GE_PRIM_RECTANGLES && gstate.isCullEnabled(); key.cullMode = wantCull ? (gstate.getCullMode() ? VK_CULL_MODE_FRONT_BIT : VK_CULL_MODE_BACK_BIT) : VK_CULL_MODE_NONE; - key.cullMode = VK_CULL_MODE_NONE; // Depth Test if (gstate.isDepthTestEnabled()) { @@ -290,9 +289,6 @@ void ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, ShaderManagerV if (depthMin < 0.0f) depthMin = 0.0f; if (depthMax > 1.0f) depthMax = 1.0f; - if (vpAndScissor.dirtyProj) { - shaderManager->DirtyUniform(DIRTY_PROJMATRIX); - } if (vpAndScissor.dirtyDepth) { shaderManager->DirtyUniform(DIRTY_DEPTHRANGE); }