Minor stuff

This commit is contained in:
Henrik Rydgård committed 2025-04-17 18:45:55 +02:00
1 parent 98999e8b0d
commit bddd3c2a30
5 files changed
+4 -6

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-4
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@@ -74,10 +74,6 @@ VKAPI_ATTR VkBool32 VKAPI_CALL VulkanDebugUtilsCallback(
// ARM best practices: index buffer usage warning (too few indices used compared to value range).
// This should be looked into more - happens even in moppi-flower which is weird.
return false;
case 337425955:
// False positive
// https://github.com/KhronosGroup/Vulkan-ValidationLayers/issues/3615
return false;
case 227275665:
// PowerVR (and all other) best practices: LOAD_OP_LOAD used in render pass.
return false;
@@ -1379,6 +1379,7 @@ void VulkanRenderManager::BlitFramebuffer(VKRFramebuffer *src, VkRect2D srcRect,
VkImageView VulkanRenderManager::BindFramebufferAsTexture(VKRFramebuffer *fb, int binding, VkImageAspectFlags aspectBit, int layer) {
_dbg_assert_(curRenderStep_ != nullptr);
_dbg_assert_(fb != nullptr);
// We don't support texturing from stencil, neither do we support texturing from depth|stencil together (nonsensical).
_dbg_assert_(aspectBit == VK_IMAGE_ASPECT_COLOR_BIT || aspectBit == VK_IMAGE_ASPECT_DEPTH_BIT);
+1 -1
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@@ -54,7 +54,7 @@ private:
std::string filename_;
TempImage *tempImage_;
ImageFileType type_;
bool generateMips_;
bool generateMips_; // not yet used
ManagedTexture::LoadState *state_;
};
-1
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@@ -594,7 +594,6 @@ void DrawEngineCommon::ApplyFramebufferRead(FBOTexState *fboTexState) {
gpuStats.numCopiesForShaderBlend++;
*fboTexState = FBO_TEX_COPY_BIND_TEX;
}
gstate_c.Dirty(DIRTY_SHADERBLEND);
}
+2
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@@ -1446,6 +1446,8 @@ static void ConvertLogicOpState(GenericLogicState &logicOpState, bool logicSuppo
return;
}
// TODO: Brave story uses GE_INVERTED, this is easy to convert to a blend function - unless blend is also enabled simultaneously.
if (forceApplyFramebuffer && shaderBitOpsSupported) {
// We have to emulate logic ops in the shader.
logicOpState.logicOpEnabled = false; // Don't use any hardware logic op, supported or not.