PixelShaderGen: Don't emit bounding box shader code for old UIDs when disabled
If bounding box is enabled when a UID cache is created, then later disabled, we shouldn't emit the bounding box portion of the shader. Fixes pipeline creation errors on D3D12 backend for this case.
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@ -347,6 +347,10 @@ void ClearUnusedPixelShaderUidBits(APIType ApiType, const ShaderHostConfig& host
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// uint output when logic op is not supported (i.e. driver/device does not support D3D11.1).
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if (ApiType != APIType::D3D || !host_config.backend_logic_op)
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uid_data->uint_output = 0;
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// If bounding box is enabled when a UID cache is created, then later disabled, we shouldn't
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// emit the bounding box portion of the shader.
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uid_data->bounding_box &= host_config.bounding_box;
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}
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void WritePixelShaderCommonHeader(ShaderCode& out, APIType ApiType, u32 num_texgens,
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