Renderer: Move depth state to VideoCommon and seperate from bpmem

This commit is contained in:
Stenzek 2017-04-30 15:54:45 +10:00
parent 4d36f0cc87
commit 2869c570f1
20 changed files with 80 additions and 104 deletions

View file

@ -1164,16 +1164,16 @@ void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, size_t
pipeline_info.render_pass = m_efb_load_render_pass;
pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
pipeline_info.rasterization_state.samples = m_efb_samples;
pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
pipeline_info.depth_state.hex = Util::GetNoDepthTestingDepthStencilState().hex;
pipeline_info.blend_state.hex = Util::GetNoBlendingBlendState().hex;
pipeline_info.blend_state.colorupdate = write_color;
pipeline_info.blend_state.alphaupdate = write_color;
pipeline_info.primitive_topology = m_poke_primitive_topology;
if (write_depth)
{
pipeline_info.depth_stencil_state.test_enable = VK_TRUE;
pipeline_info.depth_stencil_state.write_enable = VK_TRUE;
pipeline_info.depth_stencil_state.compare_op = VK_COMPARE_OP_ALWAYS;
pipeline_info.depth_state.testenable = true;
pipeline_info.depth_state.updateenable = true;
pipeline_info.depth_state.func = ZMode::ALWAYS;
}
VkPipeline pipeline = g_shader_cache->GetPipeline(pipeline_info);