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authorPhilip Rebohle <philip.rebohle@tu-dortmund.de>2022-09-06 15:31:53 +0300
committerHans-Kristian Arntzen <post@arntzen-software.no>2022-09-08 17:33:08 +0300
commit4586a4bc5c2f74e9838ee69682a86e5bb6c56da0 (patch)
treea5853a60092e1da6598e4fb7098cc55932b0b90a
parentfa84a868f0c718a4387fde3b104f72b5bc80fbe3 (diff)
vkd3d: Don't query mesh shading pipelines for dynamic strides.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
-rw-r--r--libs/vkd3d/state.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/libs/vkd3d/state.c b/libs/vkd3d/state.c
index 8008e98c..e659c301 100644
--- a/libs/vkd3d/state.c
+++ b/libs/vkd3d/state.c
@@ -4348,7 +4348,8 @@ VkPipeline d3d12_pipeline_state_get_pipeline(struct d3d12_pipeline_state *state,
return VK_NULL_HANDLE;
}
- if (!d3d12_pipeline_state_can_use_dynamic_stride(state, dyn_state))
+ if (!(graphics->stage_flags & VK_PIPELINE_STAGE_MESH_SHADER_BIT_EXT) &&
+ !d3d12_pipeline_state_can_use_dynamic_stride(state, dyn_state))
{
TRACE("Cannot use dynamic stride, falling back ...\n");
return VK_NULL_HANDLE;