Remove confusing resetFramebufferRead flag from secondary framebuffer binding

This commit is contained in:
Henrik Rydgård committed 2022-09-03 14:48:07 +02:00
1 parent cd0fff2df8
commit c846c2dfa8
11 files changed
+39 -56

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+7 -9
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@@ -122,11 +122,6 @@ static const VkLogicOp logicOps[] = {
VK_LOGIC_OP_SET,
};
void DrawEngineVulkan::ResetFramebufferRead() {
boundSecondary_ = VK_NULL_HANDLE;
fboTexBound_ = false;
}
// In Vulkan, we simply collect all the state together into a "pipeline key" - we don't actually set any state here
// (the caller is responsible for setting the little dynamic state that is supported, dynState).
void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManager, ShaderManagerVulkan *shaderManager, int prim, VulkanPipelineRasterStateKey &key, VulkanDynamicState &dynState) {
@@ -172,10 +167,13 @@ void DrawEngineVulkan::ConvertStateToVulkanKey(FramebufferManagerVulkan &fbManag
ApplyStencilReplaceAndLogicOpIgnoreBlend(blendState.replaceAlphaWithStencil, blendState);
dirtyRequiresRecheck_ |= DIRTY_FRAGMENTSHADER_STATE;
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
} else if (blendState.resetFramebufferRead) {
ResetFramebufferRead();
dirtyRequiresRecheck_ |= DIRTY_FRAGMENTSHADER_STATE;
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
} else {
if (fboTexBound_) {
boundSecondary_ = VK_NULL_HANDLE;
fboTexBound_ = false;
dirtyRequiresRecheck_ |= DIRTY_FRAGMENTSHADER_STATE;
gstate_c.Dirty(DIRTY_FRAGMENTSHADER_STATE);
}
}
if (blendState.blendEnabled) {