1
0
mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-02 01:24:11 +01:00

[d3d11] Handle D3D_PRIMITIVE_TOPOLOGY_UNDEFINED correctly

Luckily, all known cases where games use UNDEFINED topology fail
validation elsewhere due to missing vertex shaders, but we should
handle this correctly anyway.
This commit is contained in:
Philip Rebohle 2019-09-23 15:20:53 +02:00
parent e8055f81df
commit f498e742ec
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99

View File

@ -3201,7 +3201,7 @@ namespace dxvk {
if (topology <= D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ) {
static const std::array<DxvkInputAssemblyState, 14> s_iaStates = {{
{ }, // D3D_PRIMITIVE_TOPOLOGY_UNDEFINED
{ VK_PRIMITIVE_TOPOLOGY_MAX_ENUM, VK_FALSE, 0 },
{ VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_FALSE, 0 },
{ VK_PRIMITIVE_TOPOLOGY_LINE_LIST, VK_FALSE, 0 },
{ VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_TRUE, 0 },