Renderer: Move cull mode to a rasterization state object

Also moves logic for primitive handling to VideoCommon.
This commit is contained in:
Stenzek
2017-04-30 18:07:57 +10:00
parent 2869c570f1
commit 836b9b9acb
38 changed files with 389 additions and 450 deletions

View File

@ -45,20 +45,15 @@ public:
void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
void SetRenderPass(VkRenderPass load_render_pass, VkRenderPass clear_render_pass);
void SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& render_area);
void SetVertexFormat(const VertexFormat* vertex_format);
void SetPrimitiveTopology(VkPrimitiveTopology primitive_topology);
void DisableBackFaceCulling();
void SetRasterizationState(const RasterizationState& state);
void SetMultisamplingstate(const MultisamplingState& state);
void SetDepthState(const DepthState& state);
void SetBlendState(const BlendingState& state);
bool CheckForShaderChanges(u32 gx_primitive_type);
bool CheckForShaderChanges();
void ClearShaders();
void UpdateVertexShaderConstants();
@ -133,7 +128,6 @@ private:
VertexShaderUid vs_uid;
GeometryShaderUid gs_uid;
PixelShaderUid ps_uid;
VkPrimitiveTopology primitive_topology;
};
// Number of descriptor sets for game draws.