From e4e0abc418de022903a084c9409cd502ce6c5629 Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Mon, 12 Oct 2020 21:33:27 -0300 Subject: vk_graphics_pipeline: Manage primitive topology as fixed state Vulkan has requirements for primitive topologies that don't play nicely with yuzu's. Since it's only 4 bits, we can move it to fixed state without changing the size of the pipeline key. - Fixes a regression on recent Nvidia drivers on Fire Emblem: Three Houses. --- src/video_core/renderer_vulkan/vk_pipeline_cache.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'src/video_core/renderer_vulkan/vk_pipeline_cache.cpp') diff --git a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp index 5c038f4bc..dedc9c466 100644 --- a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp +++ b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp @@ -331,8 +331,7 @@ void VKPipelineCache::OnShaderRemoval(Shader* shader) { std::pair> VKPipelineCache::DecompileShaders(const FixedPipelineState& fixed_state) { Specialization specialization; - if (fixed_state.dynamic_state.Topology() == Maxwell::PrimitiveTopology::Points || - device.IsExtExtendedDynamicStateSupported()) { + if (fixed_state.topology == Maxwell::PrimitiveTopology::Points) { float point_size; std::memcpy(&point_size, &fixed_state.point_size, sizeof(float)); specialization.point_size = point_size; -- cgit v1.2.3