From a89e6e9722ec4d401e44097544cc7dcd350eb5fc Mon Sep 17 00:00:00 2001 From: baldurk Date: Mon, 4 Jan 2021 11:31:20 +0000 Subject: [PATCH] Don't set 0 patch vertices * This likely comes from capturing without tessellation and retrieving 0, and replaying with tessellation. For this case we don't need to set the number of vertices at all. --- renderdoc/driver/gl/gl_renderstate.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/renderdoc/driver/gl/gl_renderstate.cpp b/renderdoc/driver/gl/gl_renderstate.cpp index 6612e68d7..100e97dba 100644 --- a/renderdoc/driver/gl/gl_renderstate.cpp +++ b/renderdoc/driver/gl/gl_renderstate.cpp @@ -1672,7 +1672,8 @@ void GLRenderState::ApplyState(WrappedOpenGL *driver) if(HasExt[ARB_tessellation_shader]) { - GL.glPatchParameteri(eGL_PATCH_VERTICES, PatchParams.numVerts); + if(PatchParams.numVerts > 0) + GL.glPatchParameteri(eGL_PATCH_VERTICES, PatchParams.numVerts); if(!IsGLES) { GL.glPatchParameterfv(eGL_PATCH_DEFAULT_INNER_LEVEL, PatchParams.defaultInnerLevel);