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Vulkan: Use an enumeration to index pipeline layouts
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@ -448,7 +448,7 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool color_enable, bool alpha
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// No need to start a new render pass, but we do need to restore viewport state
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetStandardPipelineLayout(),
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD),
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FramebufferManager::GetInstance()->GetEFBLoadRenderPass(),
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g_object_cache->GetPassthroughVertexShader(),
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g_object_cache->GetPassthroughGeometryShader(), m_clear_fragment_shader);
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@ -879,7 +879,7 @@ void Renderer::BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_r
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// Set up common data
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetStandardPipelineLayout(), render_pass,
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), render_pass,
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g_object_cache->GetPassthroughVertexShader(), VK_NULL_HANDLE,
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m_blit_fragment_shader);
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