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Vulkan: Update shaders/state when dirty properly.
Can't have been right before.
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1 changed files with 1 additions and 1 deletions
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@ -801,7 +801,7 @@ void DrawEngineVulkan::DoFlush() {
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sampler = nullSampler_;
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}
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if (!lastPipeline_ || !gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE) || prim != lastPrim_) {
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if (!lastPipeline_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE) || prim != lastPrim_) {
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shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, true); // usehwtransform
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_dbg_assert_msg_(G3D, vshader->UseHWTransform(), "Bad vshader");
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