ShaderCache: EFB2RAM pipelines should not use a geometry shader

Only the left eye is used when creating the RAM copy.
This commit is contained in:
Stenzek 2019-10-01 11:44:29 +10:00
parent c989e5c50c
commit 135f0a1385
1 changed files with 0 additions and 3 deletions

View File

@ -1188,10 +1188,7 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
}
AbstractPipelineConfig config = {};
config.vertex_format = nullptr;
config.vertex_shader = m_screen_quad_vertex_shader.get();
config.geometry_shader =
UseGeometryShaderForEFBCopies() ? m_texcoord_geometry_shader.get() : nullptr;
config.pixel_shader = shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();