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Vulkan: Implement stencil upload (for Star Ocean).
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@@ -147,6 +147,10 @@ void FramebufferManagerVulkan::DestroyDeviceObjects() {
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vulkan_->Delete().QueueDeleteShaderModule(fsBasicTex_);
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if (vsBasicTex_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeleteShaderModule(vsBasicTex_);
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if (stencilFs_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeleteShaderModule(stencilFs_);
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if (stencilVs_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeleteShaderModule(stencilVs_);
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if (linearSampler_ != VK_NULL_HANDLE)
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vulkan_->Delete().QueueDeleteSampler(linearSampler_);
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@@ -369,12 +373,6 @@ void FramebufferManagerVulkan::RebindFramebuffer() {
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gstate_c.Dirty(DIRTY_VIEWPORTSCISSOR_STATE);
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}
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bool FramebufferManagerVulkan::NotifyStencilUpload(u32 addr, int size, bool skipZero) {
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// In Vulkan we should be able to simply copy the stencil data directly to a stencil buffer without
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// messing about with bitplane textures and the like. Or actually, maybe not...
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return false;
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}
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int FramebufferManagerVulkan::GetLineWidth() {
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if (g_Config.iInternalResolution == 0) {
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return std::max(1, (int)(renderWidth_ / 480));
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