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authorriperiperi <rhy3756547@hotmail.com>2024-07-31 01:48:30 +0100
committerGitHub <noreply@github.com>2024-07-30 21:48:30 -0300
commit698e36bbd2c828ce419e1b9f0918c314c18bd9ae (patch)
tree543f3abf34fb5eb87a556a86f3d166afed66bcb0
parent6ce49a2dc7b3e844b7152fa720a0bc30840f7609 (diff)
Vulkan: Force topology to PatchList for Tessellation (#7102)1.1.1362
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.
-rw-r--r--src/Ryujinx.Graphics.Vulkan/PipelineState.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/Ryujinx.Graphics.Vulkan/PipelineState.cs b/src/Ryujinx.Graphics.Vulkan/PipelineState.cs
index 2a8f9308..6b6b46a9 100644
--- a/src/Ryujinx.Graphics.Vulkan/PipelineState.cs
+++ b/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