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authorStenzek <stenzek@gmail.com>2017-04-30 15:54:45 +1000
committerStenzek <stenzek@gmail.com>2017-09-11 19:40:26 +1000
commit2869c570f1d0b67d2ee4304ea528bef3ef4b563e (patch)
tree2f10d4f34da42a5e9f81706f853451bd8a59a701 /Source/Core/VideoBackends/Vulkan/Util.cpp
parent4d36f0cc87d2cc2bc40ec1c36a65623dc3822f01 (diff)
Renderer: Move depth state to VideoCommon and seperate from bpmem
Diffstat (limited to 'Source/Core/VideoBackends/Vulkan/Util.cpp')
-rw-r--r--Source/Core/VideoBackends/Vulkan/Util.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/Util.cpp b/Source/Core/VideoBackends/Vulkan/Util.cpp
index 9796811978..b935acd8ef 100644
--- a/Source/Core/VideoBackends/Vulkan/Util.cpp
+++ b/Source/Core/VideoBackends/Vulkan/Util.cpp
@@ -195,12 +195,12 @@ RasterizationState GetNoCullRasterizationState()
return state;
}
-DepthStencilState GetNoDepthTestingDepthStencilState()
+DepthState GetNoDepthTestingDepthStencilState()
{
- DepthStencilState state = {};
- state.test_enable = VK_FALSE;
- state.write_enable = VK_FALSE;
- state.compare_op = VK_COMPARE_OP_ALWAYS;
+ DepthState state = {};
+ state.testenable = false;
+ state.updateenable = false;
+ state.func = ZMode::ALWAYS;
return state;
}
@@ -346,7 +346,7 @@ UtilityShaderDraw::UtilityShaderDraw(VkCommandBuffer command_buffer,
m_pipeline_info.gs = geometry_shader;
m_pipeline_info.ps = pixel_shader;
m_pipeline_info.rasterization_state.bits = Util::GetNoCullRasterizationState().bits;
- m_pipeline_info.depth_stencil_state.bits = Util::GetNoDepthTestingDepthStencilState().bits;
+ m_pipeline_info.depth_state.hex = Util::GetNoDepthTestingDepthStencilState().hex;
m_pipeline_info.blend_state.hex = Util::GetNoBlendingBlendState().hex;
m_pipeline_info.primitive_topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
}
@@ -450,9 +450,9 @@ void UtilityShaderDraw::SetRasterizationState(const RasterizationState& state)
m_pipeline_info.rasterization_state.bits = state.bits;
}
-void UtilityShaderDraw::SetDepthStencilState(const DepthStencilState& state)
+void UtilityShaderDraw::SetDepthState(const DepthState& state)
{
- m_pipeline_info.depth_stencil_state.bits = state.bits;
+ m_pipeline_info.depth_state.hex = state.hex;
}
void UtilityShaderDraw::SetBlendState(const BlendingState& state)