gpu: make cull mode and front face dynamic state

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Senaxx authored and nmzik committed 2026-10-27 07:04:38 +01:00
1 parent 2463e3aaf0
commit 1ec69f8e7d
7 files changed
+72 -24

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@@ -1003,15 +1003,11 @@ PipelineCache::Pipeline& PipelineCache::GetGraphicsPipeline(const CommandBuffer&
}
static_params.alpha_to_coverage_enable = ps_active && ctx.GetShaderRegisters().AlphaToMask();
const bool rect_list = Prospero::IsRectList(command.GetUserConfig().GetPrimType());
static_params.cull_back = !rect_list && mc.cull_back;
static_params.cull_front = !rect_list && mc.cull_front;
static_params.face = mc.face;
static_params.provoking_vtx_last = mc.provoking_vtx_last;
static_params.polygon_mode =
ResolvePolygonMode(mc, static_params.cull_front, static_params.cull_back);
ResolvePolygonMode(mc, !rect_list && mc.cull_front, !rect_list && mc.cull_back);
if (tessellation) {
static_params.patch_control_points =
static_cast<uint8_t>(vs_input_info.tess.input_control_points);
static_params.patch_control_points = vs_input_info.tess.input_control_points;
} else if (!mesh && static_params.topology == vk::PrimitiveTopology::ePatchList) {
// Rectangle lists expand through generated tessellation stages.
static_params.patch_control_points = 3;