[Vulkan] Use Shader::IsHostVertexShaderTypeDomain

This commit is contained in:
Triang3l 2022-05-15 16:19:36 +03:00
parent 05adfbc58d
commit 862c457761
2 changed files with 6 additions and 5 deletions

View File

@ -249,13 +249,13 @@ class SpirvShaderTranslator : public ShaderTranslator {
bool IsSpirvVertexShader() const {
return is_vertex_shader() &&
GetSpirvShaderModification().vertex.host_vertex_shader_type ==
Shader::HostVertexShaderType::kVertex;
!Shader::IsHostVertexShaderTypeDomain(
GetSpirvShaderModification().vertex.host_vertex_shader_type);
}
bool IsSpirvTessEvalShader() const {
return is_vertex_shader() &&
GetSpirvShaderModification().vertex.host_vertex_shader_type !=
Shader::HostVertexShaderType::kVertex;
Shader::IsHostVertexShaderTypeDomain(
GetSpirvShaderModification().vertex.host_vertex_shader_type);
}
// Must be called before emitting any SPIR-V operations that must be in a

View File

@ -1379,7 +1379,8 @@ bool VulkanCommandProcessor::IssueDraw(xenos::PrimitiveType prim_type,
// Nothing to draw.
return true;
}
// TODO(Triang3l): Tessellation.
// TODO(Triang3l): Tessellation, geometry-type-specific vertex shader, vertex
// shader as compute.
if (primitive_processing_result.host_vertex_shader_type !=
Shader::HostVertexShaderType::kVertex) {
return false;