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Set a default topology state that can be overwritten later if needed.
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1a43536092
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2d1af4ddb4
3 changed files with 8 additions and 3 deletions
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@ -1105,6 +1105,8 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.HasTessellationControlShader = internalProgram.HasTessellationControlShader;
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_newState.StagesCount = (uint)stages.Length;
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_newState.Topology = internalProgram.ShaderTopology;
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stages.CopyTo(_newState.Stages.AsSpan()[..stages.Length]);
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SignalStateChange();
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@ -218,9 +218,7 @@ namespace Ryujinx.Graphics.Vulkan
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pipeline.StencilBackDepthFailOp = extendedDynamicState ? 0 : state.StencilTest.BackDpFail.Convert();
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pipeline.StencilBackCompareOp = extendedDynamicState ? 0 : state.StencilTest.BackFunc.Convert();
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var vkTopology = gd.TopologyRemap(state.Topology).Convert();
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pipeline.Topology = extendedDynamicState ? vkTopology.ConvertToClass() : vkTopology;
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pipeline.Topology = gd.TopologyRemap(state.Topology).Convert();
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int vaCount = Math.Min(Constants.MaxVertexAttributes, state.VertexAttribCount);
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int vbCount = Math.Min(Constants.MaxVertexBuffers, state.VertexBufferCount);
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@ -6,6 +6,7 @@ using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using System.Threading.Tasks;
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using PrimitiveTopology = Silk.NET.Vulkan.PrimitiveTopology;
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namespace Ryujinx.Graphics.Vulkan
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{
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@ -23,6 +24,8 @@ namespace Ryujinx.Graphics.Vulkan
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public bool IsCompute { get; }
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public bool HasTessellationControlShader => (Stages & (1u << 3)) != 0;
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public PrimitiveTopology ShaderTopology;
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public bool UpdateTexturesWithoutTemplate { get; }
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public uint Stages { get; }
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@ -551,6 +554,8 @@ namespace Ryujinx.Graphics.Vulkan
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PipelineState pipeline = _state.ToVulkanPipelineState(_gd);
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ShaderTopology = pipeline.Topology;
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// Copy the shader stage info to the pipeline.
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var stages = pipeline.Stages.AsSpan();
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