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