According to spec there is no need to do this as it should automatically be not set when not needed

This commit is contained in:
sunshineinabox 2024-08-04 16:16:27 -07:00
parent c53f58a4a9
commit f15b6c85f6
2 changed files with 4 additions and 4 deletions

View file

@ -992,7 +992,7 @@ namespace Ryujinx.Graphics.Vulkan
public void SetPatchParameters(int vertices, ReadOnlySpan<float> defaultOuterLevel, ReadOnlySpan<float> defaultInnerLevel)
{
if (Gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints && _newState.HasTessellationControlShader)
if (Gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints)
{
DynamicState.SetPatchControlPoints((uint)vertices);
}

View file

@ -445,7 +445,7 @@ namespace Ryujinx.Graphics.Vulkan
rasterizationState.RasterizerDiscardEnable = RasterizerDiscardEnable;
}
if (!gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints && HasTessellationControlShader)
if (!gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints)
{
tessellationState.SType = StructureType.PipelineTessellationStateCreateInfo;
tessellationState.PatchControlPoints = PatchControlPoints;
@ -548,7 +548,7 @@ namespace Ryujinx.Graphics.Vulkan
{
dynamicStates[currentIndex++] = DynamicState.LogicOpExt;
}
if (gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints && HasTessellationControlShader)
if (gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints)
{
dynamicStates[currentIndex++] = DynamicState.PatchControlPointsExt;
}
@ -578,7 +578,7 @@ namespace Ryujinx.Graphics.Vulkan
RenderPass = renderPass,
};
if (!gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints && HasTessellationControlShader)
if (!gd.Capabilities.SupportsExtendedDynamicState2.ExtendedDynamicState2PatchControlPoints)
{
pipelineCreateInfo.PTessellationState = &tessellationState;
}