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Do not set patch control points dynamic state if there is no tessalation control shader. Thank you riperiperi
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parent
1b9e42bdb4
commit
fb964b514c
2 changed files with 4 additions and 4 deletions
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@ -994,7 +994,7 @@ namespace Ryujinx.Graphics.Vulkan
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public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
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public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
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{
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{
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if (Gd.ExtendedDynamicState2Features.ExtendedDynamicState2PatchControlPoints)
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if (Gd.ExtendedDynamicState2Features.ExtendedDynamicState2PatchControlPoints && _newState.HasTessellationControlShader)
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{
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{
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DynamicState.SetPatchControlPoints((uint)vertices);
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DynamicState.SetPatchControlPoints((uint)vertices);
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}
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}
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@ -432,7 +432,7 @@ namespace Ryujinx.Graphics.Vulkan
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SType = StructureType.PipelineTessellationStateCreateInfo,
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SType = StructureType.PipelineTessellationStateCreateInfo,
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};
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};
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if (!gd.ExtendedDynamicState2Features.ExtendedDynamicState2PatchControlPoints)
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if (!gd.ExtendedDynamicState2Features.ExtendedDynamicState2)
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{
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{
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tessellationState.PatchControlPoints = PatchControlPoints;
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tessellationState.PatchControlPoints = PatchControlPoints;
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}
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}
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@ -587,7 +587,7 @@ namespace Ryujinx.Graphics.Vulkan
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{
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{
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additionalDynamicStatesCount++;
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additionalDynamicStatesCount++;
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}
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}
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if (gd.ExtendedDynamicState2Features.ExtendedDynamicState2PatchControlPoints)
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if (gd.ExtendedDynamicState2Features.ExtendedDynamicState2PatchControlPoints && HasTessellationControlShader)
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{
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{
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additionalDynamicStatesCount++;
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additionalDynamicStatesCount++;
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}
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}
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@ -642,7 +642,7 @@ namespace Ryujinx.Graphics.Vulkan
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{
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{
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dynamicStates[currentIndex++] = DynamicState.LogicOpExt;
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dynamicStates[currentIndex++] = DynamicState.LogicOpExt;
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}
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}
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if (gd.ExtendedDynamicState2Features.ExtendedDynamicState2PatchControlPoints)
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if (gd.ExtendedDynamicState2Features.ExtendedDynamicState2PatchControlPoints && HasTessellationControlShader)
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{
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{
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dynamicStates[currentIndex++] = DynamicState.PatchControlPointsExt;
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dynamicStates[currentIndex++] = DynamicState.PatchControlPointsExt;
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}
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}
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