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Vulkan: Force topology to PatchList for Tessellation (#7102)

Vulkan spec states that input topology should always be PatchList when a tessellation pipeline is present. The AMD GPU on windows crashes so hard it BSODs the machine if this isn't the case, so it's forced here just in case.

I'm not sure what providing a different topology here would even do, as you'd think it would always be a patch list input.
riperiperi 1 سال پیش
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698e36bbd2
1فایلهای تغییر یافته به همراه1 افزوده شده و 1 حذف شده
  1. 1 1
      src/Ryujinx.Graphics.Vulkan/PipelineState.cs

+ 1 - 1
src/Ryujinx.Graphics.Vulkan/PipelineState.cs

@@ -439,7 +439,7 @@ namespace Ryujinx.Graphics.Vulkan
                 {
                     SType = StructureType.PipelineInputAssemblyStateCreateInfo,
                     PrimitiveRestartEnable = primitiveRestartEnable,
-                    Topology = Topology,
+                    Topology = HasTessellationControlShader ? PrimitiveTopology.PatchList : Topology,
                 };
 
                 var tessellationState = new PipelineTessellationStateCreateInfo