GPU: Dirty frag shader on depth write.

We use this flag to determine whether we use discard, so it changes shader
ids.  Fixes the layering part of #11535.
This commit is contained in:
Unknown W. Brackets 2018-11-06 21:16:51 -08:00
parent 67d6e3d384
commit 4996084665

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@ -120,8 +120,8 @@ const CommonCommandTableEntry commonCommandTable[] = {
{ GE_CMD_MASKRGB, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
{ GE_CMD_MASKALPHA, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
{ GE_CMD_ZTEST, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE },
{ GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE },
{ GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE },
{ GE_CMD_ZTESTENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
{ GE_CMD_ZWRITEDISABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_DEPTHSTENCIL_STATE | DIRTY_FRAGMENTSHADER_STATE },
{ GE_CMD_LOGICOP, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },
{ GE_CMD_LOGICOPENABLE, FLAG_FLUSHBEFOREONCHANGE, DIRTY_BLEND_STATE | DIRTY_FRAGMENTSHADER_STATE },