Fix replaying shader object dynamic vertex binds

This commit is contained in:
Jasmine Hansen authored and Baldur Karlsson committed 2024-06-18 13:50:22 +01:00
1 parent b8f0196580
commit 1ca3f26726
1 file changed
+3 -2
+3 -2
View File
@@ -669,14 +669,15 @@ void VulkanRenderState::BindDynamicState(WrappedVulkan *vk, VkCommandBuffer cmd)
ibuffer.offs, type);
}
if(vk->DynamicVertexInput() && dynamicStates[VkDynamicVertexInputEXT])
if((vk->DynamicVertexInput() || vk->ShaderObject()) && dynamicStates[VkDynamicVertexInputEXT])
{
ObjDisp(cmd)->CmdSetVertexInputEXT(Unwrap(cmd), (uint32_t)vertexBindings.size(),
vertexBindings.data(), (uint32_t)vertexAttributes.size(),
vertexAttributes.data());
}
bool dynamicStride = dynamicStates[VkDynamicVertexInputBindingStride] && vk->ExtendedDynamicState();
bool dynamicStride = dynamicStates[VkDynamicVertexInputBindingStride] &&
(vk->ExtendedDynamicState() || vk->ShaderObject());
for(size_t i = 0; i < vbuffers.size(); i++)
{