mirror of
https://git.eden-emu.dev/eden-emu/eden
synced 2026-04-30 17:29:01 +02:00
Revert "[chore] remove whitespaces, bump down opengl cache and use better variable for case dyna_state"
This commit is contained in:
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8440c2074d
commit
af178e19fb
8 changed files with 66 additions and 66 deletions
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@ -46,7 +46,7 @@ namespace Vulkan {
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using VideoCommon::ImageViewType;
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namespace {
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[[nodiscard]] VkImageAspectFlags AspectMaskFromFormat(VideoCore::Surface::PixelFormat format) {
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using VideoCore::Surface::SurfaceType;
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switch (VideoCore::Surface::GetFormatType(format)) {
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@ -525,23 +525,23 @@ BlitImageHelper::BlitImageHelper(const Device& device_, Scheduler& scheduler_,
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nullptr, PUSH_CONSTANT_RANGE<VK_SHADER_STAGE_FRAGMENT_BIT, sizeof(float) * 4>))),
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full_screen_vert(BuildShader(device, FULL_SCREEN_TRIANGLE_VERT_SPV)),
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blit_color_to_color_frag(BuildShader(device, BLIT_COLOR_FLOAT_FRAG_SPV)),
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blit_depth_stencil_frag(device.IsExtShaderStencilExportSupported()
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? BuildShader(device, VULKAN_BLIT_DEPTH_STENCIL_FRAG_SPV)
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blit_depth_stencil_frag(device.IsExtShaderStencilExportSupported()
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? BuildShader(device, VULKAN_BLIT_DEPTH_STENCIL_FRAG_SPV)
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: vk::ShaderModule{}),
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clear_color_vert(BuildShader(device, VULKAN_COLOR_CLEAR_VERT_SPV)),
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clear_color_frag(BuildShader(device, VULKAN_COLOR_CLEAR_FRAG_SPV)),
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clear_stencil_frag(BuildShader(device, VULKAN_DEPTHSTENCIL_CLEAR_FRAG_SPV)),
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convert_depth_to_float_frag(BuildShader(device, CONVERT_DEPTH_TO_FLOAT_FRAG_SPV)),
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convert_float_to_depth_frag(BuildShader(device, CONVERT_FLOAT_TO_DEPTH_FRAG_SPV)),
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convert_abgr8_to_d24s8_frag(device.IsExtShaderStencilExportSupported()
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? BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)
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convert_abgr8_to_d24s8_frag(device.IsExtShaderStencilExportSupported()
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? BuildShader(device, CONVERT_ABGR8_TO_D24S8_FRAG_SPV)
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: vk::ShaderModule{}),
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convert_abgr8_to_d32f_frag(BuildShader(device, CONVERT_ABGR8_TO_D32F_FRAG_SPV)),
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convert_d32f_to_abgr8_frag(BuildShader(device, CONVERT_D32F_TO_ABGR8_FRAG_SPV)),
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convert_d24s8_to_abgr8_frag(BuildShader(device, CONVERT_D24S8_TO_ABGR8_FRAG_SPV)),
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convert_s8d24_to_abgr8_frag(BuildShader(device, CONVERT_S8D24_TO_ABGR8_FRAG_SPV)),
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convert_abgr8_srgb_to_d24s8_frag(device.IsExtShaderStencilExportSupported()
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? BuildShader(device, CONVERT_ABGR8_SRGB_TO_D24S8_FRAG_SPV)
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convert_abgr8_srgb_to_d24s8_frag(device.IsExtShaderStencilExportSupported()
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? BuildShader(device, CONVERT_ABGR8_SRGB_TO_D24S8_FRAG_SPV)
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: vk::ShaderModule{}),
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convert_rgba_to_bgra_frag(BuildShader(device, CONVERT_RGBA8_TO_BGRA8_FRAG_SPV)),
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convert_yuv420_to_rgb_comp(BuildShader(device, CONVERT_YUV420_TO_RGB_COMP_SPV)),
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@ -845,20 +845,20 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
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VK_DYNAMIC_STATE_STENCIL_OP_EXT,
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};
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dynamic_states.insert(dynamic_states.end(), extended.begin(), extended.end());
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// VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE_EXT is part of EDS1
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// Only use it if VIDS is not active (VIDS replaces it with full vertex input control)
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if (!key.state.dynamic_vertex_input) {
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dynamic_states.push_back(VK_DYNAMIC_STATE_VERTEX_INPUT_BINDING_STRIDE_EXT);
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}
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}
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// VK_DYNAMIC_STATE_VERTEX_INPUT_EXT (VIDS) - Independent from EDS
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// Provides full dynamic vertex input control, replaces VERTEX_INPUT_BINDING_STRIDE
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if (key.state.dynamic_vertex_input) {
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dynamic_states.push_back(VK_DYNAMIC_STATE_VERTEX_INPUT_EXT);
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}
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// EDS2 - Core (3 states)
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if (key.state.extended_dynamic_state_2) {
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static constexpr std::array extended2{
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@ -868,12 +868,12 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
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};
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dynamic_states.insert(dynamic_states.end(), extended2.begin(), extended2.end());
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}
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// EDS2 - LogicOp (granular)
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if (key.state.extended_dynamic_state_2_logic_op) {
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dynamic_states.push_back(VK_DYNAMIC_STATE_LOGIC_OP_EXT);
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}
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// EDS3 - Blending (composite: 3 states)
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if (key.state.extended_dynamic_state_3_blend) {
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static constexpr std::array extended3{
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@ -883,7 +883,7 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
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};
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dynamic_states.insert(dynamic_states.end(), extended3.begin(), extended3.end());
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}
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// EDS3 - Enables (composite: per-feature)
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if (key.state.extended_dynamic_state_3_enables) {
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if (device.SupportsDynamicState3DepthClampEnable()) {
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@ -414,33 +414,33 @@ PipelineCache::PipelineCache(Tegra::MaxwellDeviceMemoryManager& device_memory_,
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}
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LOG_INFO(Render_Vulkan, "DynamicState setting value: {}", u32(Settings::values.dyna_state.GetValue()));
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dynamic_features = {};
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// User granularity enforced in vulkan_device.cpp switch statement:
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// Level 0: Core Dynamic States only
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// Level 1: Core + EDS1
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// Level 2: Core + EDS1 + EDS2 (accumulative)
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// Level 3: Core + EDS1 + EDS2 + EDS3 (accumulative)
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// Here we only verify if extensions were successfully loaded by the device
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dynamic_features.has_extended_dynamic_state =
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dynamic_features.has_extended_dynamic_state =
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device.IsExtExtendedDynamicStateSupported();
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dynamic_features.has_extended_dynamic_state_2 =
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dynamic_features.has_extended_dynamic_state_2 =
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device.IsExtExtendedDynamicState2Supported();
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dynamic_features.has_extended_dynamic_state_2_logic_op =
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dynamic_features.has_extended_dynamic_state_2_logic_op =
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device.IsExtExtendedDynamicState2ExtrasSupported();
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dynamic_features.has_extended_dynamic_state_2_patch_control_points = false;
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dynamic_features.has_extended_dynamic_state_3_blend =
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dynamic_features.has_extended_dynamic_state_3_blend =
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device.IsExtExtendedDynamicState3BlendingSupported();
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dynamic_features.has_extended_dynamic_state_3_enables =
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dynamic_features.has_extended_dynamic_state_3_enables =
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device.IsExtExtendedDynamicState3EnablesSupported();
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// VIDS: Independent toggle (not affected by dyna_state levels)
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dynamic_features.has_dynamic_vertex_input =
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device.IsExtVertexInputDynamicStateSupported() &&
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dynamic_features.has_dynamic_vertex_input =
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device.IsExtVertexInputDynamicStateSupported() &&
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Settings::values.vertex_input_dynamic_state.GetValue();
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}
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@ -197,7 +197,7 @@ RasterizerVulkan::RasterizerVulkan(Core::Frontend::EmuWindow& emu_window_, Tegra
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fence_manager(*this, gpu, texture_cache, buffer_cache, query_cache, device, scheduler),
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wfi_event(device.GetLogical().CreateEvent()) {
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scheduler.SetQueryCache(query_cache);
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// Log multi-draw support
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if (device.IsExtMultiDrawSupported()) {
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LOG_INFO(Render_Vulkan, "VK_EXT_multi_draw is enabled for optimized draw calls");
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@ -239,7 +239,7 @@ void RasterizerVulkan::Draw(bool is_indexed, u32 instance_count) {
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const auto& draw_state = maxwell3d->draw_manager->GetDrawState();
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const u32 num_instances{instance_count};
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const DrawParams draw_params{MakeDrawParams(draw_state, num_instances, is_indexed)};
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// Use VK_EXT_multi_draw if available (single draw becomes multi-draw with count=1)
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if (device.IsExtMultiDrawSupported()) {
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scheduler.Record([draw_params](vk::CommandBuffer cmdbuf) {
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@ -987,7 +987,7 @@ bool AccelerateDMA::BufferToImage(const Tegra::DMA::ImageCopy& copy_info,
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void RasterizerVulkan::UpdateDynamicStates() {
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auto& regs = maxwell3d->regs;
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// Core Dynamic States (Vulkan 1.0) - Always active regardless of dyna_state setting
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UpdateViewportsState(regs);
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UpdateScissorsState(regs);
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@ -996,7 +996,7 @@ void RasterizerVulkan::UpdateDynamicStates() {
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UpdateDepthBounds(regs);
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UpdateStencilFaces(regs);
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UpdateLineWidth(regs);
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// EDS1: CullMode, DepthCompare, FrontFace, StencilOp, DepthBoundsTest, DepthTest, DepthWrite, StencilTest
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if (device.IsExtExtendedDynamicStateSupported()) {
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UpdateCullMode(regs);
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@ -1010,19 +1010,19 @@ void RasterizerVulkan::UpdateDynamicStates() {
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UpdateStencilTestEnable(regs);
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}
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}
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// EDS2: PrimitiveRestart, RasterizerDiscard, DepthBias enable/disable
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if (device.IsExtExtendedDynamicState2Supported()) {
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UpdatePrimitiveRestartEnable(regs);
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UpdateRasterizerDiscardEnable(regs);
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UpdateDepthBiasEnable(regs);
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}
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// EDS2 Extras: LogicOp operation selection
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if (device.IsExtExtendedDynamicState2ExtrasSupported()) {
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UpdateLogicOp(regs);
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}
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// EDS3 Enables: LogicOpEnable, DepthClamp, LineStipple, ConservativeRaster
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if (device.IsExtExtendedDynamicState3EnablesSupported()) {
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using namespace Tegra::Engines;
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@ -1047,12 +1047,12 @@ void RasterizerVulkan::UpdateDynamicStates() {
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UpdateAlphaToCoverageEnable(regs);
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UpdateAlphaToOneEnable(regs);
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}
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// EDS3 Blending: ColorBlendEnable, ColorBlendEquation, ColorWriteMask
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if (device.IsExtExtendedDynamicState3BlendingSupported()) {
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UpdateBlending(regs);
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}
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// Vertex Input Dynamic State: Independent from EDS levels
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if (device.IsExtVertexInputDynamicStateSupported()) {
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if (auto* gp = pipeline_cache.CurrentGraphicsPipeline(); gp && gp->HasDynamicVertexInput()) {
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@ -1084,7 +1084,7 @@ void RasterizerVulkan::HandleTransformFeedback() {
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UNIMPLEMENTED_IF(regs.IsShaderConfigEnabled(Maxwell::ShaderType::TessellationInit) ||
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regs.IsShaderConfigEnabled(Maxwell::ShaderType::Tessellation));
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}
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}
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}
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void RasterizerVulkan::UpdateViewportsState(Tegra::Engines::Maxwell3D::Regs& regs) {
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if (!state_tracker.TouchViewports()) {
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@ -1121,7 +1121,7 @@ void TextureCacheRuntime::BlitImage(Framebuffer* dst_framebuffer, ImageView& dst
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const VkImageSubresourceLayers dst_layers = MakeSubresourceLayers(&dst);
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const VkImageSubresourceLayers src_layers = MakeSubresourceLayers(&src);
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const bool is_msaa_to_msaa = is_src_msaa && is_dst_msaa;
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// NVIDIA 510+ and Intel crash on MSAA->MSAA blits (scaling operations)
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// Fall back to 3D helpers for MSAA scaling
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if (is_msaa_to_msaa && device.CantBlitMSAA()) {
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