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https://github.com/shadps4-emu/shadPS4.git
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vk_rasterizer: Only assert on primitive restart if performing indexed draw. (#3577)
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@@ -304,7 +304,7 @@ void Rasterizer::Draw(bool is_indexed, u32 index_offset) {
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}
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BeginRendering(*pipeline, state);
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UpdateDynamicState(*pipeline);
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UpdateDynamicState(*pipeline, is_indexed);
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const auto& vs_info = pipeline->GetStage(Shader::LogicalStage::Vertex);
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const auto& fetch_shader = pipeline->GetFetchShader();
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@@ -359,7 +359,7 @@ void Rasterizer::DrawIndirect(bool is_indexed, VAddr arg_address, u32 offset, u3
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}
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BeginRendering(*pipeline, state);
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UpdateDynamicState(*pipeline);
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UpdateDynamicState(*pipeline, is_indexed);
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// We can safely ignore both SGPR UD indices and results of fetch shader parsing, as vertex and
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// instance offsets will be automatically applied by Vulkan from indirect args buffer.
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@@ -1092,10 +1092,10 @@ void Rasterizer::UnmapMemory(VAddr addr, u64 size) {
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}
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}
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void Rasterizer::UpdateDynamicState(const GraphicsPipeline& pipeline) const {
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void Rasterizer::UpdateDynamicState(const GraphicsPipeline& pipeline, const bool is_indexed) const {
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UpdateViewportScissorState();
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UpdateDepthStencilState();
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UpdatePrimitiveState();
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UpdatePrimitiveState(is_indexed);
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UpdateRasterizationState();
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auto& dynamic_state = scheduler.GetDynamicState();
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@@ -1295,12 +1295,12 @@ void Rasterizer::UpdateDepthStencilState() const {
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}
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}
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void Rasterizer::UpdatePrimitiveState() const {
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void Rasterizer::UpdatePrimitiveState(const bool is_indexed) const {
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const auto& regs = liverpool->regs;
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auto& dynamic_state = scheduler.GetDynamicState();
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const auto prim_restart = (regs.enable_primitive_restart & 1) != 0;
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ASSERT_MSG(!prim_restart || regs.primitive_restart_index == 0xFFFF ||
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ASSERT_MSG(!is_indexed || !prim_restart || regs.primitive_restart_index == 0xFFFF ||
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regs.primitive_restart_index == 0xFFFFFFFF,
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"Primitive restart index other than -1 is not supported yet");
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@@ -90,10 +90,10 @@ private:
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void DepthStencilCopy(bool is_depth, bool is_stencil);
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void EliminateFastClear();
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void UpdateDynamicState(const GraphicsPipeline& pipeline) const;
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void UpdateDynamicState(const GraphicsPipeline& pipeline, bool is_indexed) const;
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void UpdateViewportScissorState() const;
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void UpdateDepthStencilState() const;
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void UpdatePrimitiveState() const;
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void UpdatePrimitiveState(bool is_indexed) const;
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void UpdateRasterizationState() const;
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bool FilterDraw();
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