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Vulkan: Skip draws when patches topology is used without a tessellation shader (#6508)

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gdkchan 2024-04-06 13:25:51 -03:00 committed by GitHub
parent 66b1d59c66
commit 791bf22109
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GPG key ID: B5690EEEBB952194
3 changed files with 14 additions and 0 deletions

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@ -981,6 +981,7 @@ namespace Ryujinx.Graphics.Vulkan
_bindingBarriersDirty = true;
_newState.PipelineLayout = internalProgram.PipelineLayout;
_newState.HasTessellationControlShader = internalProgram.HasTessellationControlShader;
_newState.StagesCount = (uint)stages.Length;
stages.CopyTo(_newState.Stages.AsSpan()[..stages.Length]);

View file

@ -311,6 +311,7 @@ namespace Ryujinx.Graphics.Vulkan
set => Internal.Id9 = (Internal.Id9 & 0xFFFFFFFFFFFFFFBF) | ((value ? 1UL : 0UL) << 6);
}
public bool HasTessellationControlShader;
public NativeArray<PipelineShaderStageCreateInfo> Stages;
public PipelineLayout PipelineLayout;
public SpecData SpecializationData;
@ -319,6 +320,7 @@ namespace Ryujinx.Graphics.Vulkan
public void Initialize()
{
HasTessellationControlShader = false;
Stages = new NativeArray<PipelineShaderStageCreateInfo>(Constants.MaxShaderStages);
AdvancedBlendSrcPreMultiplied = true;
@ -419,6 +421,15 @@ namespace Ryujinx.Graphics.Vulkan
PVertexBindingDescriptions = pVertexBindingDescriptions,
};
// Using patches topology without a tessellation shader is invalid.
// If we find such a case, return null pipeline to skip the draw.
if (Topology == PrimitiveTopology.PatchList && !HasTessellationControlShader)
{
program.AddGraphicsPipeline(ref Internal, null);
return null;
}
bool primitiveRestartEnable = PrimitiveRestartEnable;
bool topologySupportsRestart;

View file

@ -21,6 +21,7 @@ namespace Ryujinx.Graphics.Vulkan
public bool HasMinimalLayout { get; }
public bool UsePushDescriptors { get; }
public bool IsCompute { get; }
public bool HasTessellationControlShader => (Stages & (1u << 3)) != 0;
public uint Stages { get; }
@ -461,6 +462,7 @@ namespace Ryujinx.Graphics.Vulkan
stages[i] = _shaders[i].GetInfo();
}
pipeline.HasTessellationControlShader = HasTessellationControlShader;
pipeline.StagesCount = (uint)_shaders.Length;
pipeline.PipelineLayout = PipelineLayout;