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https://github.com/hrydgard/ppsspp.git
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Delete geometry shader culling support. Is mostly replaced, and will be fully replaced with software transform.
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@@ -304,18 +304,17 @@ void DrawEngineVulkan::Flush() {
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sampler = nullSampler_;
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}
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if (!lastPipeline_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE) || prim != lastPrim_) {
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if (!lastPipeline_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE) || prim != lastPrim_) {
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if (prim != lastPrim_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE)) {
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ConvertStateToVulkanKey(*framebufferManager_, shaderManager_, prim, pipelineKey_, dynState_);
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}
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VulkanVertexShader *vshader = nullptr;
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VulkanFragmentShader *fshader = nullptr;
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VulkanGeometryShader *gshader = nullptr;
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shaderManager_->GetShaders(prim, dec_->VertexType(), &vshader, &fshader, &gshader, pipelineState_, true, useHWTessellation_, decOptions_.expandAllWeightsToFloat, applySkinInDecode_);
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shaderManager_->GetShaders(prim, dec_->VertexType(), &vshader, &fshader, pipelineState_, true, useHWTessellation_, decOptions_.expandAllWeightsToFloat, applySkinInDecode_);
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_dbg_assert_msg_(vshader->UseHWTransform(), "Bad vshader");
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VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, pipelineKey_, &dec_->decFmt, vshader, fshader, gshader, true, 0, framebufferManager_->GetMSAALevel(), false);
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VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, pipelineKey_, &dec_->decFmt, vshader, fshader, true, 0, framebufferManager_->GetMSAALevel(), false);
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if (!pipeline || !pipeline->pipeline) {
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// Already logged, let's bail out.
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ResetAfterSkippedDraw();
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@@ -473,18 +472,17 @@ void DrawEngineVulkan::Flush() {
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gstate_c.Dirty(DIRTY_BLEND_STATE);
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}
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}
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if (!lastPipeline_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE | DIRTY_GEOMETRYSHADER_STATE) || prim != lastPrim_) {
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if (!lastPipeline_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE | DIRTY_VERTEXSHADER_STATE | DIRTY_FRAGMENTSHADER_STATE) || prim != lastPrim_) {
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if (prim != lastPrim_ || gstate_c.IsDirty(DIRTY_BLEND_STATE | DIRTY_VIEWPORTSCISSOR_STATE | DIRTY_RASTER_STATE | DIRTY_DEPTHSTENCIL_STATE)) {
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ConvertStateToVulkanKey(*framebufferManager_, shaderManager_, prim, pipelineKey_, dynState_);
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}
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VulkanVertexShader *vshader = nullptr;
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VulkanFragmentShader *fshader = nullptr;
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VulkanGeometryShader *gshader = nullptr;
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shaderManager_->GetShaders(prim, swDec->VertexType(), &vshader, &fshader, &gshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true);
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shaderManager_->GetShaders(prim, swDec->VertexType(), &vshader, &fshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true);
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_dbg_assert_msg_(!vshader->UseHWTransform(), "Bad vshader");
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VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, pipelineKey_, &swDec->decFmt, vshader, fshader, gshader, false, 0, framebufferManager_->GetMSAALevel(), false);
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VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, pipelineKey_, &swDec->decFmt, vshader, fshader, false, 0, framebufferManager_->GetMSAALevel(), false);
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if (!pipeline || !pipeline->pipeline) {
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// Already logged, let's bail out.
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ResetAfterSkippedDraw();
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