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authorStenzek <stenzek@gmail.com>2019-10-01 11:44:29 +1000
committerStenzek <stenzek@gmail.com>2019-10-01 11:44:31 +1000
commit135f0a1385b25ff549b064e0782128fe11d55fdc (patch)
tree4363331adc36fbdd56da40bc05b841ad456cbb3b /Source/Core/VideoCommon/ShaderCache.cpp
parentc989e5c50c432b7df78a8e6e1dc92cca1057767b (diff)
ShaderCache: EFB2RAM pipelines should not use a geometry shader
Only the left eye is used when creating the RAM copy.
Diffstat (limited to 'Source/Core/VideoCommon/ShaderCache.cpp')
-rw-r--r--Source/Core/VideoCommon/ShaderCache.cpp3
1 files changed, 0 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/ShaderCache.cpp b/Source/Core/VideoCommon/ShaderCache.cpp
index 3900aaea42..8c184c7256 100644
--- a/Source/Core/VideoCommon/ShaderCache.cpp
+++ b/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();