Vulkan: Pick shaders after calling ConvertStateToVulkanKey because it may end up disabling shader blending

(due to too many copies, see DrawEngineCommon::ApplyShaderBlending).

(So much state leaking all over the place ... I want to redesign the
whole thing).

Typo fix in comment
This commit is contained in:
Henrik Rydgård committed 2020-03-29 15:02:40 +02:00
1 parent 620aa50cf1
commit 21eaef04fc
2 files changed
+7 -3

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@@ -172,6 +172,8 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
// Until next time, force it off.
ResetShaderBlending();
gstate_c.SetAllowShaderBlend(false);
// Make sure we recompute the fragment shader ID to one that doesn't try to use shader blending.
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
}
} else if (blendState.resetShaderBlending) {
ResetShaderBlending();