This change is intended to fix two regressions: 1. Fixes the issue where `EDS3` + `Vertex Input Dynamic State` being enabled prevented some games from launching correctly. 2. Fixes the issue with broken water in `Super Mario Party Jamboree`. This complements #3042. Co-authored-by: Caio Oliveira <caiooliveirafarias0@gmail.com> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3068 Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com>
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@@ -845,10 +845,9 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
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VK_DYNAMIC_STATE_LINE_WIDTH,
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};
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if (key.state.extended_dynamic_state) {
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static constexpr std::array extended{
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std::vector<VkDynamicState> extended{
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VK_DYNAMIC_STATE_CULL_MODE_EXT,
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VK_DYNAMIC_STATE_FRONT_FACE_EXT,
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VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE_EXT,
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VK_DYNAMIC_STATE_DEPTH_TEST_ENABLE_EXT,
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VK_DYNAMIC_STATE_DEPTH_WRITE_ENABLE_EXT,
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VK_DYNAMIC_STATE_DEPTH_COMPARE_OP_EXT,
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@@ -856,6 +855,9 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
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VK_DYNAMIC_STATE_STENCIL_TEST_ENABLE_EXT,
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VK_DYNAMIC_STATE_STENCIL_OP_EXT,
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};
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if (!device.IsExtVertexInputDynamicStateSupported()) {
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extended.push_back(VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE_EXT);
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}
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if (key.state.dynamic_vertex_input) {
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dynamic_states.push_back(VK_DYNAMIC_STATE_VERTEX_INPUT_EXT);
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}
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@@ -971,8 +971,6 @@ void RasterizerVulkan::UpdateDynamicStates() {
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}
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UpdateLogicOpEnable(regs);
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UpdateDepthClampEnable(regs);
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UpdateLineStippleEnable(regs);
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UpdateConservativeRasterizationMode(regs);
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}
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}
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if (device.IsExtExtendedDynamicState2ExtrasSupported()) {
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@@ -981,6 +979,10 @@ void RasterizerVulkan::UpdateDynamicStates() {
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if (device.IsExtExtendedDynamicState3BlendingSupported()) {
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UpdateBlending(regs);
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}
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if (device.IsExtExtendedDynamicState3EnablesSupported()) {
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UpdateLineStippleEnable(regs);
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UpdateConservativeRasterizationMode(regs);
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}
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}
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if (device.IsExtVertexInputDynamicStateSupported()) {
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if (auto* gp = pipeline_cache.CurrentGraphicsPipeline(); gp && gp->HasDynamicVertexInput()) {
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