Renderer: Move depth state to VideoCommon and seperate from bpmem

This commit is contained in:
Stenzek
2017-04-30 15:54:45 +10:00
parent 4d36f0cc87
commit 2869c570f1
20 changed files with 80 additions and 104 deletions

View File

@ -39,10 +39,7 @@ public:
{
return m_pipeline_state.rasterization_state;
}
const DepthStencilState& GetDepthStencilState() const
{
return m_pipeline_state.depth_stencil_state;
}
const DepthState& GetDepthStencilState() const { return m_pipeline_state.depth_state; }
const BlendingState& GetBlendState() const { return m_pipeline_state.blend_state; }
void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
@ -58,7 +55,7 @@ public:
void DisableBackFaceCulling();
void SetRasterizationState(const RasterizationState& state);
void SetDepthStencilState(const DepthStencilState& state);
void SetDepthState(const DepthState& state);
void SetBlendState(const BlendingState& state);
bool CheckForShaderChanges(u32 gx_primitive_type);
@ -130,7 +127,7 @@ private:
struct SerializedPipelineUID
{
u32 rasterizer_state_bits;
u32 depth_stencil_state_bits;
u32 depth_state_bits;
u32 blend_state_bits;
PortableVertexDeclaration vertex_decl;
VertexShaderUid vs_uid;