From 135f0a1385b25ff549b064e0782128fe11d55fdc Mon Sep 17 00:00:00 2001 From: Stenzek Date: Tue, 1 Oct 2019 11:44:29 +1000 Subject: [PATCH] ShaderCache: EFB2RAM pipelines should not use a geometry shader Only the left eye is used when creating the RAM copy. --- Source/Core/VideoCommon/ShaderCache.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/Source/Core/VideoCommon/ShaderCache.cpp b/Source/Core/VideoCommon/ShaderCache.cpp index 3900aaea42..8c184c7256 100644 --- a/Source/Core/VideoCommon/ShaderCache.cpp +++ b/Source/Core/VideoCommon/ShaderCache.cpp @@ -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();