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vk_graphics_pipeline: Force patch list topology when tessellation is used

Fixes a crash on some drivers when tessellation is used but the IA topology is not patch list.
nce_cpp
ameerj 4 years ago
parent
commit
f83f2af3a2
  1. 11
      src/video_core/renderer_vulkan/vk_graphics_pipeline.cpp

11
src/video_core/renderer_vulkan/vk_graphics_pipeline.cpp

@ -568,12 +568,21 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
if (!vertex_binding_divisors.empty()) {
vertex_input_ci.pNext = &input_divisor_ci;
}
const bool has_tess_stages = spv_modules[1] || spv_modules[2];
auto input_assembly_topology = MaxwellToVK::PrimitiveTopology(device, key.state.topology);
if (input_assembly_topology == VK_PRIMITIVE_TOPOLOGY_PATCH_LIST) {
if (!spv_modules[1] && !spv_modules[2]) {
if (!has_tess_stages) {
LOG_WARNING(Render_Vulkan, "Patch topology used without tessellation, using points");
input_assembly_topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
}
} else {
if (has_tess_stages) {
// The Vulkan spec requires patch list IA topology be used with tessellation
// shader stages. Forcing it fixes a crash on some drivers
LOG_WARNING(Render_Vulkan,
"Patch topology not used with tessellation, using patch list");
input_assembly_topology = VK_PRIMITIVE_TOPOLOGY_PATCH_LIST;
}
}
const VkPipelineInputAssemblyStateCreateInfo input_assembly_ci{
.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,

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