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