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ShaderCache: EFB2RAM pipelines should not use a geometry shader

Only the left eye is used when creating the RAM copy.
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stenzek committed Oct 1, 2019
1 parent c989e5c commit 135f0a1385b25ff549b064e0782128fe11d55fdc
Showing with 0 additions and 3 deletions.
  1. +0 −3 Source/Core/VideoCommon/ShaderCache.cpp
@@ -1188,10 +1188,7 @@ const AbstractPipeline* ShaderCache::GetEFBCopyToRAMPipeline(const EFBCopyParams
}

AbstractPipelineConfig config = {};
config.vertex_format = nullptr;
config.vertex_shader = m_screen_quad_vertex_shader.get();
config.geometry_shader =
UseGeometryShaderForEFBCopies() ? m_texcoord_geometry_shader.get() : nullptr;
config.pixel_shader = shader.get();
config.rasterization_state = RenderState::GetNoCullRasterizationState(PrimitiveType::Triangles);
config.depth_state = RenderState::GetNoDepthTestingDepthState();

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