Use Viewport and Scissor with count.
Topology Dynamic State is not working as intended. Need to add check to set correct Topology class. Circle back to this later. For now revert it. Some minor fixes.
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4 changed files with 73 additions and 73 deletions
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@ -693,9 +693,9 @@ namespace Ryujinx.Graphics.Vulkan
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var oldStencilTestEnable = _supportExtDynamic ? DynamicState._stencilTestEnable : _newState.StencilTestEnable;
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var oldDepthTestEnable = _supportExtDynamic ? DynamicState._depthtestEnable : _newState.DepthTestEnable;
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var oldDepthWriteEnable = _supportExtDynamic ? DynamicState._depthwriteEnable : _newState.DepthWriteEnable;
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var oldTopology = _supportExtDynamic ? DynamicState. Topology : _newState.Topology;
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var oldTopology = _newState.Topology;
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var oldViewports = DynamicState.Viewports;
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var oldViewportsCount = _newState.ViewportsCount;
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var oldViewportsCount = _supportExtDynamic ? DynamicState.ViewportsCount : _newState.ViewportsCount;
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if (_supportExtDynamic)
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{
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@ -726,7 +726,6 @@ namespace Ryujinx.Graphics.Vulkan
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DynamicState.SetCullMode(oldCullMode);
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DynamicState.SetStencilTest(oldStencilTestEnable);
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DynamicState.SetDepthTestBool(oldDepthTestEnable, oldDepthWriteEnable);
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DynamicState.SetPrimitiveTopology(oldTopology);
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}
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else
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{
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@ -734,12 +733,13 @@ namespace Ryujinx.Graphics.Vulkan
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_newState.StencilTestEnable = oldStencilTestEnable;
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_newState.DepthTestEnable = oldDepthTestEnable;
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_newState.DepthWriteEnable = oldDepthWriteEnable;
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_newState.Topology = oldTopology;
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_newState.ViewportsCount = oldViewportsCount;
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}
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_newState.Topology = oldTopology;
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DynamicState.SetViewports(ref oldViewports, oldViewportsCount);
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_newState.ViewportsCount = oldViewportsCount;
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SignalStateChange();
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}
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}
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@ -1023,14 +1023,8 @@ namespace Ryujinx.Graphics.Vulkan
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_topology = topology;
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var vkTopology = Gd.TopologyRemap(topology).Convert();
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if (_supportExtDynamic)
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{
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DynamicState.SetPrimitiveTopology(vkTopology);
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}
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else
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{
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_newState.Topology = vkTopology;
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}
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_newState.Topology = vkTopology;
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SignalStateChange();
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}
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@ -1441,8 +1435,11 @@ namespace Ryujinx.Graphics.Vulkan
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Clamp(viewport.DepthNear),
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Clamp(viewport.DepthFar)));
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}
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_newState.ViewportsCount = (uint)count;
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if (!_supportExtDynamic)
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{
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_newState.ViewportsCount = (uint)count;
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}
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SignalStateChange();
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}
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