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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 年之前
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698e36bbd2
共有 1 個文件被更改,包括 1 次插入1 次删除
  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