[spline/bezier]Fix shared uniform a bit.

This commit is contained in:
xebra 2017-03-02 21:32:01 +09:00
parent a272a4ee3f
commit a0907ab7bb
2 changed files with 3 additions and 3 deletions

View file

@ -189,7 +189,7 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
if (gstate_c.bezier) {
if (dirtyUniforms & DIRTY_BEZIERCOUNTU)
ub->spline_count_u = gstate_c.bezier_count_u;
ub->spline_count_u = gstate_c.spline_count_u;
} else if (gstate_c.spline) {
if (dirtyUniforms & DIRTY_SPLINECOUNTU)
ub->spline_count_u = gstate_c.spline_count_u;

View file

@ -879,9 +879,9 @@ void GPU_Vulkan::Execute_Bezier(u32 op, u32 diff) {
if (g_Config.bHardwareTessellation && g_Config.bHardwareTransform && !g_Config.bSoftwareRendering) {
gstate_c.bezier = true;
if (gstate_c.bezier_count_u != bz_ucount) {
if (gstate_c.spline_count_u != bz_ucount) {
gstate_c.Dirty(DIRTY_BEZIERCOUNTU);
gstate_c.bezier_count_u = bz_ucount;
gstate_c.spline_count_u = bz_ucount;
}
}