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[dxvk] Do not log invalid pipeline state

Fixes some log spam in case games attempt to render geometry
with an invalid pipeline state vector.
This commit is contained in:
Philip Rebohle 2018-05-10 21:59:57 +02:00
parent cfb4791872
commit b805560340
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@ -382,17 +382,13 @@ namespace dxvk {
for (uint32_t i = 0; i < state.ilAttributeCount; i++) for (uint32_t i = 0; i < state.ilAttributeCount; i++)
providedVertexInputs |= 1u << state.ilAttributes[i].location; providedVertexInputs |= 1u << state.ilAttributes[i].location;
if ((providedVertexInputs & m_vsIn) != m_vsIn) { if ((providedVertexInputs & m_vsIn) != m_vsIn)
Logger::err("DxvkGraphicsPipeline: Input layout mismatches vertex shader input");
return false; return false;
}
// If there are no tessellation shaders, we // If there are no tessellation shaders, we
// obviously cannot use tessellation patches. // obviously cannot use tessellation patches.
if ((state.iaPatchVertexCount != 0) && (m_tcs == nullptr || m_tes == nullptr)) { if ((state.iaPatchVertexCount != 0) && (m_tcs == nullptr || m_tes == nullptr))
Logger::err("DxvkGraphicsPipeline: Cannot use tessellation patches without tessellation shaders");
return false; return false;
}
// No errors // No errors
return true; return true;