GS: Remove duplicate shader creation for RTA correction. The same shader would have been created just above.

This commit is contained in:
Filoppi 2025-04-18 02:25:32 +03:00 committed by lightningterror
parent f485cf8ebc
commit 2109df04ca
2 changed files with 0 additions and 15 deletions

View File

@ -2525,13 +2525,6 @@ bool GSDevice12::CompileConvertPipelines()
// compile color copy pipelines
gpb.SetRenderTarget(0, DXGI_FORMAT_R8G8B8A8_UNORM);
gpb.SetDepthStencilFormat(DXGI_FORMAT_UNKNOWN);
ComPtr<ID3DBlob> ps(GetUtilityPixelShader(*shader, shaderName(i)));
if (!ps)
return false;
gpb.SetPixelShader(ps.get());
for (u32 j = 16; j < 32; j++)
{
pxAssert(!m_color_copy[j]);

View File

@ -4001,15 +4001,7 @@ bool GSDeviceVK::CompileConvertPipelines()
}
else if (i == ShaderConvert::RTA_CORRECTION)
{
// compile color copy pipelines
gpb.SetRenderPass(m_utility_color_render_pass_discard, 0);
VkShaderModule ps = GetUtilityFragmentShader(*shader, shaderName(i));
if (ps == VK_NULL_HANDLE)
return false;
ScopedGuard ps_guard([this, &ps]() { vkDestroyShaderModule(m_device, ps, nullptr); });
gpb.SetFragmentShader(ps);
for (u32 j = 16; j < 32; j++)
{
pxAssert(!m_color_copy[j]);