mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-08 02:46:26 +00:00
Select the shader based on the inputs, not colorspace
Fixes https://github.com/libsdl-org/SDL/issues/13880
This commit is contained in:
@@ -62,7 +62,7 @@ typedef struct
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} D3D11_VertexShaderConstants;
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// These should mirror the definitions in D3D11_PixelShader_Common.hlsli
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//static const float TONEMAP_NONE = 0;
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static const float TONEMAP_NONE = 0;
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//static const float TONEMAP_LINEAR = 1;
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static const float TONEMAP_CHROME = 2;
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@@ -122,7 +122,6 @@ typedef struct
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ID3D11Texture2D *stagingTexture;
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int lockedTexturePositionX;
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int lockedTexturePositionY;
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D3D11_Shader shader;
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const float *YCbCr_matrix;
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#ifdef SDL_HAVE_YUV
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// YV12 texture support
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@@ -1205,11 +1204,6 @@ static bool D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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}
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textureData->w = (int)textureDesc.Width;
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textureData->h = (int)textureDesc.Height;
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if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) {
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textureData->shader = SHADER_RGB;
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} else {
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textureData->shader = SHADER_ADVANCED;
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}
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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textureDesc.Usage = D3D11_USAGE_DYNAMIC;
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@@ -2158,8 +2152,23 @@ static void D3D11_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
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}
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}
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static D3D11_Shader SelectShader(const D3D11_PixelShaderConstants *shader_constants)
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{
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if (!shader_constants) {
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return SHADER_SOLID;
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}
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if (shader_constants->texture_type == TEXTURETYPE_RGB &&
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shader_constants->input_type == INPUTTYPE_UNSPECIFIED &&
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shader_constants->tonemap_method == TONEMAP_NONE) {
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return SHADER_RGB;
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}
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return SHADER_ADVANCED;
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}
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static bool D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd,
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D3D11_Shader shader, const D3D11_PixelShaderConstants *shader_constants,
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const D3D11_PixelShaderConstants *shader_constants,
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const int numShaderResources, ID3D11ShaderResourceView **shaderResources,
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ID3D11SamplerState *sampler, const Float4X4 *matrix)
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@@ -2172,6 +2181,7 @@ static bool D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *
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const SDL_BlendMode blendMode = cmd->data.draw.blend;
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ID3D11BlendState *blendState = NULL;
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bool updateSubresource = false;
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D3D11_Shader shader = SelectShader(shader_constants);
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D3D11_PixelShaderState *shader_state = &rendererData->currentShaderState[shader];
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D3D11_PixelShaderConstants solid_constants;
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@@ -2396,7 +2406,7 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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shaderResources[1] = textureData->mainTextureResourceViewU;
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shaderResources[2] = textureData->mainTextureResourceViewV;
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return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants,
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return D3D11_SetDrawState(renderer, cmd, &constants,
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SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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} else if (textureData->nv12) {
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@@ -2405,11 +2415,11 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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shaderResources[0] = textureData->mainTextureResourceView;
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shaderResources[1] = textureData->mainTextureResourceViewNV;
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return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants,
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return D3D11_SetDrawState(renderer, cmd, &constants,
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SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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}
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#endif // SDL_HAVE_YUV
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return D3D11_SetDrawState(renderer, cmd, textureData->shader, &constants,
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return D3D11_SetDrawState(renderer, cmd, &constants,
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1, &textureData->mainTextureResourceView, textureSampler, matrix);
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}
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@@ -2507,7 +2517,7 @@ static bool D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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const size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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const size_t start = first / sizeof(D3D11_VertexPositionColor);
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D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL);
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D3D11_SetDrawState(renderer, cmd, NULL, 0, NULL, NULL, NULL);
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D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start, count);
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break;
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}
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@@ -2518,7 +2528,7 @@ static bool D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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const size_t first = cmd->data.draw.first;
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const size_t start = first / sizeof(D3D11_VertexPositionColor);
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const D3D11_VertexPositionColor *verts = (D3D11_VertexPositionColor *)(((Uint8 *)vertices) + first);
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D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL);
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D3D11_SetDrawState(renderer, cmd, NULL, 0, NULL, NULL, NULL);
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D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
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if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
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D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1);
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@@ -2545,7 +2555,7 @@ static bool D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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if (texture) {
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D3D11_SetCopyState(renderer, cmd, NULL);
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} else {
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D3D11_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, 0, NULL, NULL, NULL);
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D3D11_SetDrawState(renderer, cmd, NULL, 0, NULL, NULL, NULL);
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}
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D3D11_DrawPrimitives(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);
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@@ -64,7 +64,7 @@ typedef struct
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} D3D12_VertexShaderConstants;
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// These should mirror the definitions in D3D12_PixelShader_Common.hlsli
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//static const float TONEMAP_NONE = 0;
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static const float TONEMAP_NONE = 0;
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//static const float TONEMAP_LINEAR = 1;
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static const float TONEMAP_CHROME = 2;
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@@ -120,7 +120,6 @@ typedef struct
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DXGI_FORMAT mainTextureFormat;
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ID3D12Resource *stagingBuffer;
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D3D12_RESOURCE_STATES stagingResourceState;
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D3D12_Shader shader;
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const float *YCbCr_matrix;
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#ifdef SDL_HAVE_YUV
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// YV12 texture support
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@@ -1572,11 +1571,6 @@ static bool D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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}
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textureData->w = (int)textureDesc.Width;
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textureData->h = (int)textureDesc.Height;
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if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) {
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textureData->shader = SHADER_RGB;
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} else {
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textureData->shader = SHADER_ADVANCED;
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}
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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@@ -2562,7 +2556,22 @@ static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
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}
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}
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static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, D3D12_Shader shader, const D3D12_PixelShaderConstants *shader_constants,
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static D3D12_Shader SelectShader(const D3D12_PixelShaderConstants *shader_constants)
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{
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if (!shader_constants) {
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return SHADER_SOLID;
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}
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if (shader_constants->texture_type == TEXTURETYPE_RGB &&
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shader_constants->input_type == INPUTTYPE_UNSPECIFIED &&
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shader_constants->tonemap_method == TONEMAP_NONE) {
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return SHADER_RGB;
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}
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return SHADER_ADVANCED;
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}
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static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, const D3D12_PixelShaderConstants *shader_constants,
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D3D12_PRIMITIVE_TOPOLOGY_TYPE topology,
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const int numShaderResources, D3D12_CPU_DESCRIPTOR_HANDLE *shaderResources,
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D3D12_CPU_DESCRIPTOR_HANDLE *sampler, const Float4X4 *matrix)
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@@ -2576,7 +2585,8 @@ static bool D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *
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int i;
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D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource;
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DXGI_FORMAT rtvFormat = rendererData->renderTargetFormat;
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D3D12_PipelineState *currentPipelineState = rendererData->currentPipelineState;;
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D3D12_PipelineState *currentPipelineState = rendererData->currentPipelineState;
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D3D12_Shader shader = SelectShader(shader_constants);
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D3D12_PixelShaderConstants solid_constants;
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if (rendererData->textureRenderTarget) {
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@@ -2800,7 +2810,7 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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D3D12_TransitionResource(rendererData, textureData->mainTextureV, textureData->mainResourceStateV, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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textureData->mainResourceStateV = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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return D3D12_SetDrawState(renderer, cmd, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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} else if (textureData->nv12) {
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D3D12_CPU_DESCRIPTOR_HANDLE shaderResources[2];
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@@ -2811,12 +2821,12 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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return D3D12_SetDrawState(renderer, cmd, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, SDL_arraysize(shaderResources), shaderResources, textureSampler, matrix);
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}
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#endif // SDL_HAVE_YUV
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D3D12_TransitionResource(rendererData, textureData->mainTexture, textureData->mainResourceState, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
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textureData->mainResourceState = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
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return D3D12_SetDrawState(renderer, cmd, textureData->shader, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 1, &textureData->mainTextureResourceView, textureSampler, matrix);
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return D3D12_SetDrawState(renderer, cmd, &constants, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 1, &textureData->mainTextureResourceView, textureSampler, matrix);
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}
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static void D3D12_DrawPrimitives(SDL_Renderer *renderer, D3D12_PRIMITIVE_TOPOLOGY primitiveTopology, const size_t vertexStart, const size_t vertexCount)
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@@ -2921,7 +2931,7 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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const size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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const size_t start = first / sizeof(D3D12_VertexPositionColor);
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D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL);
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D3D12_SetDrawState(renderer, cmd, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT, 0, NULL, NULL, NULL);
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D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start, count);
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break;
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}
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@@ -2932,7 +2942,7 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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const size_t first = cmd->data.draw.first;
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const size_t start = first / sizeof(D3D12_VertexPositionColor);
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const D3D12_VertexPositionColor *verts = (D3D12_VertexPositionColor *)(((Uint8 *)vertices) + first);
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D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL);
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D3D12_SetDrawState(renderer, cmd, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_LINE, 0, NULL, NULL, NULL);
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D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_LINESTRIP, start, count);
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if (verts[0].pos.x != verts[count - 1].pos.x || verts[0].pos.y != verts[count - 1].pos.y) {
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D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_POINTLIST, start + (count - 1), 1);
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@@ -2959,7 +2969,7 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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if (texture) {
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D3D12_SetCopyState(renderer, cmd, NULL);
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} else {
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D3D12_SetDrawState(renderer, cmd, SHADER_SOLID, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 0, NULL, NULL, NULL);
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D3D12_SetDrawState(renderer, cmd, NULL, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, 0, NULL, NULL, NULL);
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}
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D3D12_DrawPrimitives(renderer, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST, start, count);
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@@ -177,7 +177,7 @@ typedef struct
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} VULKAN_VertexShaderConstants;
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// These should mirror the definitions in VULKAN_PixelShader_Common.hlsli
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//static const float TONEMAP_NONE = 0;
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static const float TONEMAP_NONE = 0;
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//static const float TONEMAP_LINEAR = 1;
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static const float TONEMAP_CHROME = 2;
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@@ -244,7 +244,6 @@ typedef struct
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SDL_Rect lockedRect;
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int width;
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int height;
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VULKAN_Shader shader;
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// Object passed to VkImageView and VkSampler for doing Ycbcr -> RGB conversion
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VkSamplerYcbcrConversion samplerYcbcrConversion;
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@@ -2544,11 +2543,6 @@ static bool VULKAN_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, S
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return false;
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}
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texture->internal = textureData;
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if (SDL_COLORSPACETRANSFER(texture->colorspace) == SDL_TRANSFER_CHARACTERISTICS_SRGB) {
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textureData->shader = SHADER_RGB;
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} else {
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textureData->shader = SHADER_ADVANCED;
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}
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#ifdef SDL_HAVE_YUV
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// YUV textures must have even width and height. Also create Ycbcr conversion
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@@ -3386,6 +3380,21 @@ static void VULKAN_SetupShaderConstants(SDL_Renderer *renderer, const SDL_Render
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}
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}
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static VULKAN_Shader SelectShader(const VULKAN_PixelShaderConstants *shader_constants)
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{
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if (!shader_constants) {
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return SHADER_SOLID;
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}
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if (!shader_constants->pixel_art &&
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shader_constants->input_type == INPUTTYPE_UNSPECIFIED &&
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shader_constants->tonemap_method == TONEMAP_NONE) {
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return SHADER_RGB;
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}
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return SHADER_ADVANCED;
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}
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static VkDescriptorPool VULKAN_AllocateDescriptorPool(VULKAN_RenderData *rendererData)
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{
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VkDescriptorPool descriptorPool = VK_NULL_HANDLE;
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@@ -3561,7 +3570,7 @@ static VkDescriptorSet VULKAN_AllocateDescriptorSet(SDL_Renderer *renderer, VULK
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return descriptorSet;
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}
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static bool VULKAN_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, VULKAN_Shader shader, VkPipelineLayout pipelineLayout, VkDescriptorSetLayout descriptorSetLayout,
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static bool VULKAN_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, VkPipelineLayout pipelineLayout, VkDescriptorSetLayout descriptorSetLayout,
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const VULKAN_PixelShaderConstants *shader_constants, VkPrimitiveTopology topology, VkImageView imageView, VkSampler sampler, const Float4X4 *matrix, VULKAN_DrawStateCache *stateCache)
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{
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@@ -3570,6 +3579,7 @@ static bool VULKAN_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand
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VkFormat format = rendererData->surfaceFormat.format;
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const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity;
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bool updateConstants = false;
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VULKAN_Shader shader = SelectShader(shader_constants);
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VULKAN_PixelShaderConstants solid_constants;
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VkDescriptorSet descriptorSet;
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VkBuffer constantBuffer;
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@@ -3805,7 +3815,7 @@ static bool VULKAN_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand
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}
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}
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return VULKAN_SetDrawState(renderer, cmd, textureData->shader, pipelineLayout, descriptorSetLayout, &constants, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, textureData->mainImage.imageView, textureSampler, matrix, stateCache);
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return VULKAN_SetDrawState(renderer, cmd, pipelineLayout, descriptorSetLayout, &constants, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, textureData->mainImage.imageView, textureSampler, matrix, stateCache);
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}
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static void VULKAN_DrawPrimitives(SDL_Renderer *renderer, VkPrimitiveTopology primitiveTopology, const size_t vertexStart, const size_t vertexCount)
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@@ -3906,7 +3916,7 @@ static bool VULKAN_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cm
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const size_t count = cmd->data.draw.count;
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const size_t first = cmd->data.draw.first;
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const size_t start = first / sizeof(VULKAN_VertexPositionColor);
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VULKAN_SetDrawState(renderer, cmd, SHADER_SOLID, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
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VULKAN_SetDrawState(renderer, cmd, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
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VULKAN_DrawPrimitives(renderer, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, start, count);
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break;
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}
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@@ -3917,10 +3927,10 @@ static bool VULKAN_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cm
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const size_t first = cmd->data.draw.first;
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const size_t start = first / sizeof(VULKAN_VertexPositionColor);
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const VULKAN_VertexPositionColor *verts = (VULKAN_VertexPositionColor *)(((Uint8 *)vertices) + first);
|
||||
VULKAN_SetDrawState(renderer, cmd, SHADER_SOLID, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
|
||||
VULKAN_SetDrawState(renderer, cmd, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
|
||||
VULKAN_DrawPrimitives(renderer, VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, start, count);
|
||||
if (verts[0].pos[0] != verts[count - 1].pos[0] || verts[0].pos[1] != verts[count - 1].pos[1]) {
|
||||
VULKAN_SetDrawState(renderer, cmd, SHADER_SOLID, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
|
||||
VULKAN_SetDrawState(renderer, cmd, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
|
||||
VULKAN_DrawPrimitives(renderer, VK_PRIMITIVE_TOPOLOGY_POINT_LIST, start + (count - 1), 1);
|
||||
}
|
||||
break;
|
||||
@@ -3945,7 +3955,7 @@ static bool VULKAN_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cm
|
||||
if (texture) {
|
||||
VULKAN_SetCopyState(renderer, cmd, NULL, &stateCache);
|
||||
} else {
|
||||
VULKAN_SetDrawState(renderer, cmd, SHADER_SOLID, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
|
||||
VULKAN_SetDrawState(renderer, cmd, rendererData->pipelineLayout, rendererData->descriptorSetLayout, NULL, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, &stateCache);
|
||||
}
|
||||
|
||||
VULKAN_DrawPrimitives(renderer, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, start, count);
|
||||
|
Reference in New Issue
Block a user