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https://github.com/hrydgard/ppsspp.git
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Add support for the EXT_provoking_vertex Vulkan extension, allowing us to skip software transform for this case.
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2a35a92514
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138193a776
@ -691,6 +691,8 @@ VkResult VulkanContext::CreateDevice(int physical_device) {
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extensionsLookup_.KHR_present_wait = EnableDeviceExtension(VK_KHR_PRESENT_WAIT_EXTENSION_NAME, 0);
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}
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extensionsLookup_.EXT_provoking_vertex = EnableDeviceExtension(VK_EXT_PROVOKING_VERTEX_EXTENSION_NAME, 0);
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// Optional features
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if (extensionsLookup_.KHR_get_physical_device_properties2 && vkGetPhysicalDeviceFeatures2) {
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VkPhysicalDeviceFeatures2 features2{ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2_KHR };
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@ -698,17 +700,23 @@ VkResult VulkanContext::CreateDevice(int physical_device) {
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VkPhysicalDeviceMultiviewFeatures multiViewFeatures{ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES };
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VkPhysicalDevicePresentWaitFeaturesKHR presentWaitFeatures{ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PRESENT_WAIT_FEATURES_KHR };
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VkPhysicalDevicePresentIdFeaturesKHR presentIdFeatures{ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PRESENT_ID_FEATURES_KHR };
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VkPhysicalDeviceProvokingVertexFeaturesEXT provokingVertexFeatures{ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROVOKING_VERTEX_FEATURES_EXT };
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features2.pNext = &multiViewFeatures;
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multiViewFeatures.pNext = &presentWaitFeatures;
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presentWaitFeatures.pNext = &presentIdFeatures;
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presentIdFeatures.pNext = nullptr;
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if (extensionsLookup_.EXT_provoking_vertex) {
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presentIdFeatures.pNext = &provokingVertexFeatures;
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provokingVertexFeatures.pNext = nullptr;
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} else {
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presentIdFeatures.pNext = nullptr;
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}
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vkGetPhysicalDeviceFeatures2(physical_devices_[physical_device_], &features2);
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deviceFeatures_.available.standard = features2.features;
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deviceFeatures_.available.multiview = multiViewFeatures;
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deviceFeatures_.available.presentWait = presentWaitFeatures;
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deviceFeatures_.available.presentId = presentIdFeatures;
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deviceFeatures_.available.provokingVertex = provokingVertexFeatures;
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} else {
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vkGetPhysicalDeviceFeatures(physical_devices_[physical_device_], &deviceFeatures_.available.standard);
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deviceFeatures_.available.multiview = {};
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@ -744,6 +752,11 @@ VkResult VulkanContext::CreateDevice(int physical_device) {
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if (extensionsLookup_.KHR_present_wait) {
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deviceFeatures_.enabled.presentWait.presentWait = deviceFeatures_.available.presentWait.presentWait;
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}
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deviceFeatures_.enabled.provokingVertex = { VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROVOKING_VERTEX_FEATURES_EXT };
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if (extensionsLookup_.EXT_provoking_vertex) {
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deviceFeatures_.enabled.provokingVertex.provokingVertexLast = true;
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}
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// deviceFeatures_.enabled.multiview.multiviewGeometryShader = deviceFeatures_.available.multiview.multiviewGeometryShader;
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VkPhysicalDeviceFeatures2 features2{ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2 };
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@ -762,7 +775,13 @@ VkResult VulkanContext::CreateDevice(int physical_device) {
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features2.pNext = &deviceFeatures_.enabled.multiview;
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deviceFeatures_.enabled.multiview.pNext = &deviceFeatures_.enabled.presentWait;
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deviceFeatures_.enabled.presentWait.pNext = &deviceFeatures_.enabled.presentId;
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deviceFeatures_.enabled.presentId.pNext = nullptr;
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if (extensionsLookup_.EXT_provoking_vertex) {
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// TODO: Write some proper chaining thing.
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deviceFeatures_.enabled.presentId.pNext = &deviceFeatures_.enabled.provokingVertex;
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deviceFeatures_.enabled.provokingVertex.pNext = nullptr;
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} else {
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deviceFeatures_.enabled.presentId.pNext = nullptr;
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}
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} else {
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device_info.pEnabledFeatures = &deviceFeatures_.enabled.standard;
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}
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@ -279,6 +279,7 @@ public:
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VkPhysicalDeviceMultiviewFeatures multiview;
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VkPhysicalDevicePresentWaitFeaturesKHR presentWait;
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VkPhysicalDevicePresentIdFeaturesKHR presentId;
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VkPhysicalDeviceProvokingVertexFeaturesEXT provokingVertex;
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};
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const PhysicalDeviceProps &GetPhysicalDeviceProperties(int i = -1) const {
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@ -268,6 +268,7 @@ struct VulkanExtensions {
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bool KHR_present_id; // Should probably check the feature flags instead.
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bool KHR_present_wait; // Same
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bool GOOGLE_display_timing;
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bool EXT_provoking_vertex;
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// bool EXT_depth_range_unrestricted; // Allows depth outside [0.0, 1.0] in 32-bit float depth buffers.
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};
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@ -50,6 +50,7 @@ enum class PipelineFlags : u8 {
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USES_GEOMETRY_SHADER = (1 << 3),
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USES_MULTIVIEW = (1 << 4), // Inherited from the render pass it was created with.
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USES_DISCARD = (1 << 5),
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USES_FLAT_SHADING = (1 << 6),
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};
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ENUM_CLASS_BITOPS(PipelineFlags);
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@ -90,6 +90,7 @@ public:
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VkDynamicState dynamicStates[6]{};
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VkPipelineDynamicStateCreateInfo ds{ VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO };
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VkPipelineRasterizationStateCreateInfo rs{ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO };
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VkPipelineRasterizationProvokingVertexStateCreateInfoEXT rs_provoking{ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_PROVOKING_VERTEX_STATE_CREATE_INFO_EXT };
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// Replaced the ShaderStageInfo with promises here so we can wait for compiles to finish.
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Promise<VkShaderModule> *vertexShader = nullptr;
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@ -1221,8 +1221,6 @@ Pipeline *VKContext::CreateGraphicsPipeline(const PipelineDesc &desc, const char
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gDesc.dss = depth->info;
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raster->ToVulkan(&gDesc.rs);
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// Copy bindings from input layout.
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gDesc.topology = primToVK[(int)desc.prim];
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@ -1244,6 +1242,11 @@ Pipeline *VKContext::CreateGraphicsPipeline(const PipelineDesc &desc, const char
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VkPipelineRasterizationStateCreateInfo rs{ VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO };
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raster->ToVulkan(&gDesc.rs);
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if (renderManager_.GetVulkanContext()->GetDeviceFeatures().enabled.provokingVertex.provokingVertexLast) {
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gDesc.rs.pNext = &gDesc.rs_provoking;
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gDesc.rs_provoking.provokingVertexMode = VK_PROVOKING_VERTEX_MODE_LAST_VERTEX_EXT;
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}
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pipeline->pipeline = renderManager_.CreateGraphicsPipeline(&gDesc, pipelineFlags, 1 << (size_t)RenderPassType::BACKBUFFER, VK_SAMPLE_COUNT_1_BIT, false, tag ? tag : "thin3d");
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if (desc.uniformDesc) {
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@ -1564,6 +1567,7 @@ std::vector<std::string> VKContext::GetFeatureList() const {
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AddFeature(features, "multiviewGeometryShader", vulkan_->GetDeviceFeatures().available.multiview.multiviewGeometryShader, vulkan_->GetDeviceFeatures().enabled.multiview.multiviewGeometryShader);
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AddFeature(features, "presentId", vulkan_->GetDeviceFeatures().available.presentId.presentId, vulkan_->GetDeviceFeatures().enabled.presentId.presentId);
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AddFeature(features, "presentWait", vulkan_->GetDeviceFeatures().available.presentWait.presentWait, vulkan_->GetDeviceFeatures().enabled.presentWait.presentWait);
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AddFeature(features, "provokingVertexLast", vulkan_->GetDeviceFeatures().available.provokingVertex.provokingVertexLast, vulkan_->GetDeviceFeatures().enabled.provokingVertex.provokingVertexLast);
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features.emplace_back(std::string("Preferred depth buffer format: ") + VulkanFormatToString(vulkan_->GetDeviceInfo().preferredDepthStencilFormat));
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@ -132,8 +132,8 @@ void VR_GetResolution(engine_t* engine, int *pWidth, int *pHeight) {
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*pHeight = height;
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}
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*pWidth *= VR_GetConfigFloat(VR_CONFIG_VIEWPORT_SUPERSAMPLING);
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*pHeight *= VR_GetConfigFloat(VR_CONFIG_VIEWPORT_SUPERSAMPLING);
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*pWidth = (int)(*pWidth * VR_GetConfigFloat(VR_CONFIG_VIEWPORT_SUPERSAMPLING));
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*pHeight = (int)(*pHeight * VR_GetConfigFloat(VR_CONFIG_VIEWPORT_SUPERSAMPLING));
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}
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void VR_Recenter(engine_t* engine) {
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@ -124,6 +124,10 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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bool flatBug = bugs.Has(Draw::Bugs::BROKEN_FLAT_IN_SHADER) && g_Config.bVendorBugChecksEnabled;
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bool doFlatShading = id.Bit(FS_BIT_FLATSHADE) && !flatBug;
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if (doFlatShading) {
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*fragmentShaderFlags |= FragmentShaderFlags::USES_FLAT_SHADING;
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}
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ShaderDepalMode shaderDepalMode = (ShaderDepalMode)id.Bits(FS_BIT_SHADER_DEPAL_MODE, 2);
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if (texture3D) {
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shaderDepalMode = ShaderDepalMode::OFF;
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@ -47,6 +47,7 @@ struct FShaderID;
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// Can technically be deduced from the fragment shader ID, but this is safer.
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enum class FragmentShaderFlags : u32 {
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USES_DISCARD = 2,
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USES_FLAT_SHADING = 4,
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};
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ENUM_CLASS_BITOPS(FragmentShaderFlags);
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@ -229,12 +229,17 @@ void DrawEngineVulkan::DoFlush() {
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GEPrimitiveType prim = prevPrim_;
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// Always use software for flat shading to fix the provoking index.
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bool useHWTransform = CanUseHardwareTransform(prim) && (tess || gstate.getShadeMode() != GE_SHADE_FLAT);
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// Always use software for flat shading to fix the provoking index
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// if the provoking vertex extension is not available.
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bool provokingVertexOk = (tess || gstate.getShadeMode() != GE_SHADE_FLAT);
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if (renderManager->GetVulkanContext()->GetDeviceFeatures().enabled.provokingVertex.provokingVertexLast) {
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provokingVertexOk = true;
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}
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bool useHWTransform = CanUseHardwareTransform(prim) && provokingVertexOk;
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uint32_t ibOffset;
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uint32_t vbOffset;
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// The optimization to avoid indexing isn't really worth it on Vulkan since it means creating more pipelines.
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// This could be avoided with the new dynamic state extensions, but not available enough on mobile.
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const bool forceIndexed = draw_->GetDeviceCaps().verySlowShaderCompiler;
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@ -399,6 +404,10 @@ void DrawEngineVulkan::DoFlush() {
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params.allowClear = framebufferManager_->UseBufferedRendering();
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params.allowSeparateAlphaClear = false;
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params.provokeFlatFirst = true;
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if (renderManager->GetVulkanContext()->GetDeviceFeatures().enabled.provokingVertex.provokingVertexLast) {
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// We can get the OpenGL behavior, no need for workarounds.
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params.provokeFlatFirst = false;
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}
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params.flippedY = true;
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params.usesHalfZ = true;
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@ -285,6 +285,11 @@ static VulkanPipeline *CreateVulkanPipeline(VulkanRenderManager *renderManager,
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rs.polygonMode = VK_POLYGON_MODE_FILL;
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rs.depthClampEnable = key.depthClampEnable;
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if (renderManager->GetVulkanContext()->GetDeviceFeatures().enabled.provokingVertex.provokingVertexLast) {
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rs.pNext = &desc->rs_provoking;
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desc->rs_provoking.provokingVertexMode = VK_PROVOKING_VERTEX_MODE_LAST_VERTEX_EXT;
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}
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desc->fragmentShaderSource = fs->GetShaderString(SHADER_STRING_SOURCE_CODE);
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desc->vertexShaderSource = vs->GetShaderString(SHADER_STRING_SOURCE_CODE);
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if (gs) {
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@ -376,6 +381,9 @@ VulkanPipeline *PipelineManagerVulkan::GetOrCreatePipeline(VulkanRenderManager *
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if (fs->Flags() & FragmentShaderFlags::USES_DISCARD) {
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pipelineFlags |= PipelineFlags::USES_DISCARD;
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}
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if (fs->Flags() & FragmentShaderFlags::USES_FLAT_SHADING) {
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pipelineFlags |= PipelineFlags::USES_FLAT_SHADING;
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}
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if (vs->Flags() & VertexShaderFlags::MULTI_VIEW) {
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pipelineFlags |= PipelineFlags::USES_MULTIVIEW;
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}
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@ -75,6 +75,7 @@ struct VulkanPipeline {
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bool UsesDepthStencil() const { return (pipelineFlags & PipelineFlags::USES_DEPTH_STENCIL) != 0; }
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bool UsesGeometryShader() const { return (pipelineFlags & PipelineFlags::USES_GEOMETRY_SHADER) != 0; }
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bool UsesDiscard() const { return (pipelineFlags & PipelineFlags::USES_DISCARD) != 0; }
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bool UsesFlatShading() const { return (pipelineFlags & PipelineFlags::USES_FLAT_SHADING) != 0; }
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u32 GetVariantsBitmask() const;
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};
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@ -616,7 +616,7 @@ void GPUDriverTestScreen::ShaderTest(UIContext &dc) {
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// Draw rectangle that should be flat shaded
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dc.BeginPipeline(flatShadingPipeline_, samplerNearest_);
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// There is a "provoking vertex" difference here between GL and Vulkan when using flat shading. One gets one color, one gets the other.
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// Wherever possible we should reconfigure the GL provoking vertex to match Vulkan, probably.
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// However, we now use the VK_EXT_provoking_vertex extension to make it match up (and match with the PSP).
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dc.DrawImageVGradient(ImageID("I_ICON"), 0xFFFFFFFF, 0xFF808080, bounds);
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dc.Flush();
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