vkd3d: Do not synchronize with the tessellation shader stages if they're not enabled.

Similarly to a54187f3c9, this fixes some validation
errors on devices that do not support tessellation; the Adreno 540 on my OnePlus 5
phone in my specific case.
This commit is contained in:
Giovanni Mascellani
2024-06-01 21:50:31 +02:00
committed by Henri Verbeet
parent 3ff8130566
commit 7958babb39
Notes: Henri Verbeet 2024-07-08 18:55:29 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/919
3 changed files with 5 additions and 2 deletions

View File

@@ -1644,6 +1644,7 @@ static HRESULT vkd3d_init_device_caps(struct d3d12_device *device,
vulkan_info->device_limits = physical_device_info->properties2.properties.limits;
vulkan_info->sparse_properties = physical_device_info->properties2.properties.sparseProperties;
vulkan_info->geometry_shaders = physical_device_info->features2.features.geometryShader;
vulkan_info->tessellation_shaders = physical_device_info->features2.features.tessellationShader;
vulkan_info->sparse_binding = features->sparseBinding;
vulkan_info->sparse_residency_3d = features->sparseResidencyImage3D;
vulkan_info->rasterization_stream = physical_device_info->xfb_properties.transformFeedbackRasterizationStreamSelect;