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shader_recompiler: Do not emit Layer when emulating primitive type with tessellation. (#3457)
Layer must be output from the final pre-rasterization stage, so when tessellation is being used the vertex shader cannot set it. We could pass it through to the tessellation shaders in some way, but unless it becomes an issue that's more effort than it's worth.
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@@ -128,6 +128,9 @@ const Shader::RuntimeInfo& PipelineCache::BuildRuntimeInfo(Stage stage, LogicalS
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info.vs_info.emulate_depth_negative_one_to_one =
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!instance.IsDepthClipControlSupported() &&
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regs.clipper_control.clip_space == Liverpool::ClipSpace::MinusWToW;
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info.vs_info.tess_emulated_primitive =
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regs.primitive_type == AmdGpu::PrimitiveType::RectList ||
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regs.primitive_type == AmdGpu::PrimitiveType::QuadList;
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info.vs_info.clip_disable = regs.IsClipDisabled();
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if (l_stage == LogicalStage::TessellationEval) {
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info.vs_info.tess_type = regs.tess_config.type;
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