From f498e742ec6fb2c3face037f6a22a726be257106 Mon Sep 17 00:00:00 2001 From: Philip Rebohle Date: Mon, 23 Sep 2019 15:20:53 +0200 Subject: [PATCH] [d3d11] Handle D3D_PRIMITIVE_TOPOLOGY_UNDEFINED correctly Luckily, all known cases where games use UNDEFINED topology fail validation elsewhere due to missing vertex shaders, but we should handle this correctly anyway. --- src/d3d11/d3d11_context.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/d3d11/d3d11_context.cpp b/src/d3d11/d3d11_context.cpp index 31fa0070..854a063a 100644 --- a/src/d3d11/d3d11_context.cpp +++ b/src/d3d11/d3d11_context.cpp @@ -3201,7 +3201,7 @@ namespace dxvk { if (topology <= D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ) { static const std::array s_iaStates = {{ - { }, // D3D_PRIMITIVE_TOPOLOGY_UNDEFINED + { VK_PRIMITIVE_TOPOLOGY_MAX_ENUM, VK_FALSE, 0 }, { VK_PRIMITIVE_TOPOLOGY_POINT_LIST, VK_FALSE, 0 }, { VK_PRIMITIVE_TOPOLOGY_LINE_LIST, VK_FALSE, 0 }, { VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, VK_TRUE, 0 },