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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Vulkan: Use an enumeration to index pipeline layouts
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@ -442,8 +442,8 @@ void FramebufferManager::ReinterpretPixelData(int convtype)
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetStandardPipelineLayout(), m_efb_load_render_pass,
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g_object_cache->GetScreenQuadVertexShader(),
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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m_efb_load_render_pass, g_object_cache->GetScreenQuadVertexShader(),
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g_object_cache->GetScreenQuadGeometryShader(), pixel_shader);
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RasterizationState rs_state = Util::GetNoCullRasterizationState();
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@ -511,8 +511,8 @@ Texture2D* FramebufferManager::ResolveEFBDepthTexture(const VkRect2D& region)
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// Draw using resolve shader to write the minimum depth of all samples to the resolve texture.
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetStandardPipelineLayout(), m_depth_resolve_render_pass,
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g_object_cache->GetScreenQuadVertexShader(),
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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m_depth_resolve_render_pass, g_object_cache->GetScreenQuadVertexShader(),
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g_object_cache->GetScreenQuadGeometryShader(), m_ps_depth_resolve);
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draw.BeginRenderPass(m_depth_resolve_framebuffer, region);
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draw.SetPSSampler(0, m_efb_depth_texture->GetView(), g_object_cache->GetPointSampler());
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@ -696,9 +696,9 @@ bool FramebufferManager::PopulateColorReadbackTexture()
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if (m_efb_width != EFB_WIDTH || m_efb_height != EFB_HEIGHT)
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{
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetStandardPipelineLayout(), m_copy_color_render_pass,
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g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
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m_copy_color_shader);
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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m_copy_color_render_pass, g_object_cache->GetScreenQuadVertexShader(),
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VK_NULL_HANDLE, m_copy_color_shader);
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VkRect2D rect = {{0, 0}, {EFB_WIDTH, EFB_HEIGHT}};
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draw.BeginRenderPass(m_color_copy_framebuffer, rect);
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@ -777,9 +777,9 @@ bool FramebufferManager::PopulateDepthReadbackTexture()
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if (m_efb_width != EFB_WIDTH || m_efb_height != EFB_HEIGHT)
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{
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetStandardPipelineLayout(), m_copy_depth_render_pass,
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g_object_cache->GetScreenQuadVertexShader(), VK_NULL_HANDLE,
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m_copy_depth_shader);
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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m_copy_depth_render_pass, g_object_cache->GetScreenQuadVertexShader(),
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VK_NULL_HANDLE, m_copy_depth_shader);
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VkRect2D rect = {{0, 0}, {EFB_WIDTH, EFB_HEIGHT}};
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draw.BeginRenderPass(m_depth_copy_framebuffer, rect);
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@ -1171,7 +1171,7 @@ void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, size_t
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// We don't use the utility shader in order to keep the vertices compact.
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PipelineInfo pipeline_info = {};
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pipeline_info.vertex_format = m_poke_vertex_format.get();
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pipeline_info.pipeline_layout = g_object_cache->GetStandardPipelineLayout();
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pipeline_info.pipeline_layout = g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD);
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pipeline_info.vs = m_poke_vertex_shader;
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pipeline_info.gs = (m_efb_layers > 1) ? m_poke_geometry_shader : VK_NULL_HANDLE;
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pipeline_info.ps = m_poke_fragment_shader;
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