mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2026-04-26 00:05:58 +03:00
[PR #3457] [MERGED] shader_recompiler: Do not emit Layer when emulating primitive type with tessellation. #3484
Labels
No labels
Bloodborne
bug
contributor wanted
documentation
enhancement
frontend
good first issue
help wanted
linux
pull-request
question
release
verification progress
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
starred/shadPS4#3484
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
📋 Pull Request Information
Original PR: https://github.com/shadps4-emu/shadPS4/pull/3457
Author: @squidbus
Created: 8/25/2025
Status: ✅ Merged
Merged: 8/25/2025
Merged by: @squidbus
Base:
main← Head:tess-layer📝 Commits (1)
96a5455shader_recompiler: Do not emit Layer when emulating primitive type with tessellation.📊 Changes
3 files changed (+20 additions, -2 deletions)
View changed files
📝
src/shader_recompiler/ir/position.h(+15 -2)📝
src/shader_recompiler/runtime_info.h(+2 -0)📝
src/video_core/renderer_vulkan/vk_pipeline_cache.cpp(+3 -0)📄 Description
Layer must be output from the final pre-rasterization stage, so when tessellation is being used the vertex shader cannot set it. We could pass it through to the tessellation shaders in some way, but unless it becomes an issue that's more effort than it's worth.
Fixes rendering in Hatsune Miku: Project DIVA X on MoltenVK. MoltenVK has a particular bug currently where rather than just being ignored, setting the Layer in the wrong stage of a tessellation pipeline causes vertex data issues. The draws in question seem to just always end up with layer 0 anyway.
🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.