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Avoid creating pipelines for each topology.
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2d1af4ddb4
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@ -671,7 +671,7 @@ namespace Ryujinx.Graphics.Vulkan
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{
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if (oldTopology.ConvertToClass() != _newState.Topology.ConvertToClass())
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{
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_newState.Topology = oldTopology;
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_newState.Topology = oldTopology.ConvertToClass();
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}
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DynamicState.SetCullMode(oldCullMode);
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@ -1078,7 +1078,7 @@ namespace Ryujinx.Graphics.Vulkan
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if ((_newState.Topology.ConvertToClass() != newTopologyClass))
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{
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_newState.Topology = vkTopology;
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_newState.Topology = vkTopology.ConvertToClass();
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}
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DynamicState.SetPrimitiveTopology(vkTopology);
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@ -218,7 +218,7 @@ namespace Ryujinx.Graphics.Vulkan
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pipeline.StencilBackDepthFailOp = extendedDynamicState ? 0 : state.StencilTest.BackDpFail.Convert();
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pipeline.StencilBackCompareOp = extendedDynamicState ? 0 : state.StencilTest.BackFunc.Convert();
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pipeline.Topology = gd.TopologyRemap(state.Topology).Convert();
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pipeline.Topology = extendedDynamicState ? gd.TopologyRemap(state.Topology).Convert().ConvertToClass() : gd.TopologyRemap(state.Topology).Convert();
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int vaCount = Math.Min(Constants.MaxVertexAttributes, state.VertexAttribCount);
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int vbCount = Math.Min(Constants.MaxVertexBuffers, state.VertexBufferCount);
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