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Renderer: Move cull mode to a rasterization state object
Also moves logic for primitive handling to VideoCommon.
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2869c570f1
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836b9b9acb
38 changed files with 389 additions and 450 deletions
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@ -45,20 +45,15 @@ public:
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void SetIndexBuffer(VkBuffer buffer, VkDeviceSize offset, VkIndexType type);
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void SetRenderPass(VkRenderPass load_render_pass, VkRenderPass clear_render_pass);
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void SetFramebuffer(VkFramebuffer framebuffer, const VkRect2D& render_area);
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void SetVertexFormat(const VertexFormat* vertex_format);
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void SetPrimitiveTopology(VkPrimitiveTopology primitive_topology);
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void DisableBackFaceCulling();
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void SetRasterizationState(const RasterizationState& state);
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void SetMultisamplingstate(const MultisamplingState& state);
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void SetDepthState(const DepthState& state);
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void SetBlendState(const BlendingState& state);
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bool CheckForShaderChanges(u32 gx_primitive_type);
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bool CheckForShaderChanges();
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void ClearShaders();
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void UpdateVertexShaderConstants();
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@ -133,7 +128,6 @@ private:
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VertexShaderUid vs_uid;
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GeometryShaderUid gs_uid;
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PixelShaderUid ps_uid;
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VkPrimitiveTopology primitive_topology;
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};
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// Number of descriptor sets for game draws.
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