mirror of https://github.com/xemu-project/xemu.git
nv2a/vk: Drop unnecessary dirty check for NV_PGRAPH_ZCOMPRESSOCCLUDE
This was used to enable/disable Vulkan depth clamping, but that was removed in previous commit.
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854a001063
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8dc6c90e11
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@ -635,11 +635,9 @@ static bool check_pipeline_dirty(PGRAPHState *pg)
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}
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}
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const unsigned int regs[] = {
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const unsigned int regs[] = {
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NV_PGRAPH_BLEND, NV_PGRAPH_BLENDCOLOR,
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NV_PGRAPH_BLEND, NV_PGRAPH_BLENDCOLOR, NV_PGRAPH_CONTROL_0,
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NV_PGRAPH_CONTROL_0, NV_PGRAPH_CONTROL_1,
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NV_PGRAPH_CONTROL_1, NV_PGRAPH_CONTROL_2, NV_PGRAPH_CONTROL_3,
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NV_PGRAPH_CONTROL_2, NV_PGRAPH_CONTROL_3,
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NV_PGRAPH_SETUPRASTER, NV_PGRAPH_ZOFFSETBIAS, NV_PGRAPH_ZOFFSETFACTOR,
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NV_PGRAPH_SETUPRASTER, NV_PGRAPH_ZCOMPRESSOCCLUDE,
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NV_PGRAPH_ZOFFSETBIAS, NV_PGRAPH_ZOFFSETFACTOR,
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};
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};
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for (int i = 0; i < ARRAY_SIZE(regs); i++) {
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for (int i = 0; i < ARRAY_SIZE(regs); i++) {
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@ -682,11 +680,9 @@ static void init_pipeline_key(PGRAPHState *pg, PipelineKey *key)
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// FIXME: Register masking
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// FIXME: Register masking
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// FIXME: Use more dynamic state updates
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// FIXME: Use more dynamic state updates
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const int regs[] = {
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const int regs[] = {
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NV_PGRAPH_BLEND, NV_PGRAPH_BLENDCOLOR,
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NV_PGRAPH_BLEND, NV_PGRAPH_BLENDCOLOR, NV_PGRAPH_CONTROL_0,
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NV_PGRAPH_CONTROL_0, NV_PGRAPH_CONTROL_1,
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NV_PGRAPH_CONTROL_1, NV_PGRAPH_CONTROL_2, NV_PGRAPH_CONTROL_3,
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NV_PGRAPH_CONTROL_2, NV_PGRAPH_CONTROL_3,
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NV_PGRAPH_SETUPRASTER, NV_PGRAPH_ZOFFSETBIAS, NV_PGRAPH_ZOFFSETFACTOR,
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NV_PGRAPH_SETUPRASTER, NV_PGRAPH_ZCOMPRESSOCCLUDE,
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NV_PGRAPH_ZOFFSETBIAS, NV_PGRAPH_ZOFFSETFACTOR,
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};
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};
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assert(ARRAY_SIZE(regs) == ARRAY_SIZE(key->regs));
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assert(ARRAY_SIZE(regs) == ARRAY_SIZE(key->regs));
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for (int i = 0; i < ARRAY_SIZE(regs); i++) {
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for (int i = 0; i < ARRAY_SIZE(regs); i++) {
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@ -65,7 +65,7 @@ typedef struct PipelineKey {
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bool clear;
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bool clear;
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RenderPassState render_pass_state;
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RenderPassState render_pass_state;
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ShaderState shader_state;
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ShaderState shader_state;
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uint32_t regs[10];
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uint32_t regs[9];
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VkVertexInputBindingDescription binding_descriptions[NV2A_VERTEXSHADER_ATTRIBUTES];
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VkVertexInputBindingDescription binding_descriptions[NV2A_VERTEXSHADER_ATTRIBUTES];
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VkVertexInputAttributeDescription attribute_descriptions[NV2A_VERTEXSHADER_ATTRIBUTES];
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VkVertexInputAttributeDescription attribute_descriptions[NV2A_VERTEXSHADER_ATTRIBUTES];
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} PipelineKey;
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} PipelineKey;
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