From 3096f2a9c8fa6e3503b1b254396de678bc022d19 Mon Sep 17 00:00:00 2001 From: Matt Borgerson Date: Tue, 30 Jul 2024 20:33:05 -0700 Subject: [PATCH] nv2a/vk: Always bind fragment shader in draw pipeline --- hw/xbox/nv2a/pgraph/vk/draw.c | 16 +++++++--------- 1 file changed, 7 insertions(+), 9 deletions(-) diff --git a/hw/xbox/nv2a/pgraph/vk/draw.c b/hw/xbox/nv2a/pgraph/vk/draw.c index 60340cf5e0..b9ea6c0dd3 100644 --- a/hw/xbox/nv2a/pgraph/vk/draw.c +++ b/hw/xbox/nv2a/pgraph/vk/draw.c @@ -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,