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Remove confusing resetFramebufferRead flag from secondary framebuffer binding
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@@ -122,11 +122,6 @@ static const VkLogicOp logicOps[] = {
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VK_LOGIC_OP_SET,
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};
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void DrawEngineVulkan::ResetFramebufferRead() {
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boundSecondary_ = VK_NULL_HANDLE;
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fboTexBound_ = false;
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}
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// In Vulkan, we simply collect all the state together into a "pipeline key" - we don't actually set any state here
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// (the caller is responsible for setting the little dynamic state that is supported, dynState).
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void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, ShaderManagerVulkan *shaderManager, int prim, VulkanPipelineRasterStateKey &key, VulkanDynamicState &dynState) {
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@@ -172,10 +167,13 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
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ApplyStencilReplaceAndLogicOpIgnoreBlend(blendState.replaceAlphaWithStencil, blendState);
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dirtyRequiresRecheck_ |= DIRTY_FRAGMENTSHADER_STATE;
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gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
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} else if (blendState.resetFramebufferRead) {
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ResetFramebufferRead();
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dirtyRequiresRecheck_ |= DIRTY_FRAGMENTSHADER_STATE;
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gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
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} else {
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if (fboTexBound_) {
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boundSecondary_ = VK_NULL_HANDLE;
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fboTexBound_ = false;
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dirtyRequiresRecheck_ |= DIRTY_FRAGMENTSHADER_STATE;
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gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
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}
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}
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if (blendState.blendEnabled) {
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