nv2a/vk: Always bind fragment shader in draw pipeline

This commit is contained in:
Matt Borgerson 2024-07-30 20:33:05 -07:00 committed by mborgerson
parent a2b994d80d
commit 3096f2a9c8
1 changed files with 7 additions and 9 deletions

View File

@ -762,15 +762,13 @@ static void create_pipeline(PGRAPHState *pg)
.pName = "main",
};
}
if (r->color_binding) {
shader_stages[num_active_shader_stages++] =
(VkPipelineShaderStageCreateInfo){
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = r->shader_binding->fragment->module,
.pName = "main",
};
}
shader_stages[num_active_shader_stages++] =
(VkPipelineShaderStageCreateInfo){
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = r->shader_binding->fragment->module,
.pName = "main",
};
VkPipelineVertexInputStateCreateInfo vertex_input = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,