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Vulkan: Use BlendingState from VideoCommon
Remove the internal BlendState union. Also fixes Kirby's Return to Dreamland shadows.
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@ -41,7 +41,7 @@ public:
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{
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return m_pipeline_state.depth_stencil_state;
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}
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const BlendState& GetBlendState() const { return m_pipeline_state.blend_state; }
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const BlendingState& GetBlendState() const { return m_pipeline_state.blend_state; }
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void SetVertexBuffer(VkBuffer buffer, VkDeviceSize offset);
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void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
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@ -57,7 +57,7 @@ public:
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void SetRasterizationState(const RasterizationState& state);
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void SetDepthStencilState(const DepthStencilState& state);
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void SetBlendState(const BlendState& state);
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void SetBlendState(const BlendingState& state);
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bool CheckForShaderChanges(u32 gx_primitive_type);
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@ -123,9 +123,9 @@ private:
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// Serialized version of PipelineInfo, used when loading/saving the pipeline UID cache.
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struct SerializedPipelineUID
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{
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u64 blend_state_bits;
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u32 rasterizer_state_bits;
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u32 depth_stencil_state_bits;
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u32 blend_state_bits;
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PortableVertexDeclaration vertex_decl;
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VertexShaderUid vs_uid;
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GeometryShaderUid gs_uid;
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