GPU/Vulkan: Don't add UV limits as attribute when unused

This commit is contained in:
Connor McLaughlin 2020-08-11 03:53:13 +10:00
parent fba2488bc5
commit 2130d3b004

View file

@ -662,7 +662,8 @@ bool GPU_HW_Vulkan::CompilePipelines()
{
gpbuilder.AddVertexAttribute(2, 0, VK_FORMAT_R32_UINT, offsetof(BatchVertex, u));
gpbuilder.AddVertexAttribute(3, 0, VK_FORMAT_R32_UINT, offsetof(BatchVertex, texpage));
gpbuilder.AddVertexAttribute(4, 0, VK_FORMAT_R8G8B8A8_UNORM, offsetof(BatchVertex, uv_limits));
if (m_using_uv_limits)
gpbuilder.AddVertexAttribute(4, 0, VK_FORMAT_R8G8B8A8_UNORM, offsetof(BatchVertex, uv_limits));
}
gpbuilder.SetPrimitiveTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);