Vulkan: Use BlendingState from VideoCommon

Remove the internal BlendState union. Also fixes Kirby's Return to
Dreamland shadows.
This commit is contained in:
Stenzek
2017-04-17 23:14:17 +10:00
parent 34ad5b457d
commit 9dc7358395
11 changed files with 124 additions and 324 deletions

View File

@ -41,7 +41,7 @@ public:
{
return m_pipeline_state.depth_stencil_state;
}
const BlendState& GetBlendState() const { return m_pipeline_state.blend_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);
@ -57,7 +57,7 @@ public:
void SetRasterizationState(const RasterizationState& state);
void SetDepthStencilState(const DepthStencilState& state);
void SetBlendState(const BlendState& state);
void SetBlendState(const BlendingState& state);
bool CheckForShaderChanges(u32 gx_primitive_type);
@ -123,9 +123,9 @@ private:
// Serialized version of PipelineInfo, used when loading/saving the pipeline UID cache.
struct SerializedPipelineUID
{
u64 blend_state_bits;
u32 rasterizer_state_bits;
u32 depth_stencil_state_bits;
u32 blend_state_bits;
PortableVertexDeclaration vertex_decl;
VertexShaderUid vs_uid;
GeometryShaderUid gs_uid;