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Minor stuff
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@@ -74,10 +74,6 @@ VKAPI_ATTR VkBool32 VKAPI_CALL VulkanDebugUtilsCallback(
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// ARM best practices: index buffer usage warning (too few indices used compared to value range).
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// This should be looked into more - happens even in moppi-flower which is weird.
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return false;
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case 337425955:
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// False positive
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// https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/3615
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return false;
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case 227275665:
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// PowerVR (and all other) best practices: LOAD_OP_LOAD used in render pass.
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return false;
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@@ -1379,6 +1379,7 @@ void VulkanRenderManager::BlitFramebuffer(VKRFramebuffer *src, VkRect2D srcRect,
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VkImageView VulkanRenderManager::BindFramebufferAsTexture(VKRFramebuffer *fb, int binding, VkImageAspectFlags aspectBit, int layer) {
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_dbg_assert_(curRenderStep_ != nullptr);
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_dbg_assert_(fb != nullptr);
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// We don't support texturing from stencil, neither do we support texturing from depth|stencil together (nonsensical).
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_dbg_assert_(aspectBit == VK_IMAGE_ASPECT_COLOR_BIT || aspectBit == VK_IMAGE_ASPECT_DEPTH_BIT);
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@@ -54,7 +54,7 @@ private:
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std::string filename_;
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TempImage *tempImage_;
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ImageFileType type_;
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bool generateMips_;
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bool generateMips_; // not yet used
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ManagedTexture::LoadState *state_;
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};
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@@ -594,7 +594,6 @@ void DrawEngineCommon::ApplyFramebufferRead(FBOTexState *fboTexState) {
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gpuStats.numCopiesForShaderBlend++;
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*fboTexState = FBO_TEX_COPY_BIND_TEX;
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}
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gstate_c.Dirty(DIRTY_SHADERBLEND);
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}
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@@ -1446,6 +1446,8 @@ static void ConvertLogicOpState(GenericLogicState &logicOpState, bool logicSuppo
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return;
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}
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// TODO: Brave story uses GE_INVERTED, this is easy to convert to a blend function - unless blend is also enabled simultaneously.
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if (forceApplyFramebuffer && shaderBitOpsSupported) {
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// We have to emulate logic ops in the shader.
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logicOpState.logicOpEnabled = false; // Don't use any hardware logic op, supported or not.
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