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According to spec there is no need to do this as it should automatically be not set when not needed
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c53f58a4a9
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2 changed files with 4 additions and 4 deletions
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@ -992,7 +992,7 @@ namespace Ryujinx.Graphics.Vulkan
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public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
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{
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if (Gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints && _newState.HasTessellationControlShader)
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if (Gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints)
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{
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DynamicState.SetPatchControlPoints((uint)vertices);
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}
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@ -445,7 +445,7 @@ namespace Ryujinx.Graphics.Vulkan
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rasterizationState.RasterizerDiscardEnable = RasterizerDiscardEnable;
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}
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if (!gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints && HasTessellationControlShader)
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if (!gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints)
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{
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tessellationState.SType = StructureType.PipelineTessellationStateCreateInfo;
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tessellationState.PatchControlPoints = PatchControlPoints;
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@ -548,7 +548,7 @@ namespace Ryujinx.Graphics.Vulkan
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{
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dynamicStates[currentIndex++] = DynamicState.LogicOpExt;
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}
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if (gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints && HasTessellationControlShader)
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if (gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints)
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{
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dynamicStates[currentIndex++] = DynamicState.PatchControlPointsExt;
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}
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@ -578,7 +578,7 @@ namespace Ryujinx.Graphics.Vulkan
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RenderPass = renderPass,
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};
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if (!gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints && HasTessellationControlShader)
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if (!gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints)
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{
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pipelineCreateInfo.PTessellationState = &tessellationState;
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}
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