Vulkan: Update shaders/state when dirty properly.

Can't have been right before.
This commit is contained in:
Unknown W. Brackets 2018-05-27 22:28:09 -07:00
parent 423309da50
commit e7d07aff71

View file

@ -801,7 +801,7 @@ void DrawEngineVulkan::DoFlush() {
sampler = nullSampler_;
}
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_) {
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_) {
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader, true); // usehwtransform
_dbg_assert_msg_(G3D, vshader->UseHWTransform(), "Bad vshader");