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vkd3d: Remove an invalid NULL check.
The pointer is never NULL. Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1629,16 +1629,13 @@ static HRESULT vkd3d_init_device_caps(struct d3d12_device *device,
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features->shaderTessellationAndGeometryPointSize = VK_FALSE;
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descriptor_indexing = &physical_device_info->descriptor_indexing_features;
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if (descriptor_indexing)
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{
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descriptor_indexing->shaderInputAttachmentArrayDynamicIndexing = VK_FALSE;
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descriptor_indexing->shaderInputAttachmentArrayNonUniformIndexing = VK_FALSE;
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descriptor_indexing->shaderInputAttachmentArrayDynamicIndexing = VK_FALSE;
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descriptor_indexing->shaderInputAttachmentArrayNonUniformIndexing = VK_FALSE;
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/* We do not use storage buffers currently. */
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features->shaderStorageBufferArrayDynamicIndexing = VK_FALSE;
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descriptor_indexing->shaderStorageBufferArrayNonUniformIndexing = VK_FALSE;
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descriptor_indexing->descriptorBindingStorageBufferUpdateAfterBind = VK_FALSE;
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}
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/* We do not use storage buffers currently. */
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features->shaderStorageBufferArrayDynamicIndexing = VK_FALSE;
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descriptor_indexing->shaderStorageBufferArrayNonUniformIndexing = VK_FALSE;
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descriptor_indexing->descriptorBindingStorageBufferUpdateAfterBind = VK_FALSE;
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if (vulkan_info->EXT_descriptor_indexing && descriptor_indexing
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&& (descriptor_indexing->descriptorBindingUniformBufferUpdateAfterBind
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