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	Vulkan: Skip draws when patches topology is used without a tessellation shader (#6508)
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		@@ -981,6 +981,7 @@ namespace Ryujinx.Graphics.Vulkan
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            _bindingBarriersDirty = true;
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            _newState.PipelineLayout = internalProgram.PipelineLayout;
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            _newState.HasTessellationControlShader = internalProgram.HasTessellationControlShader;
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            _newState.StagesCount = (uint)stages.Length;
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            stages.CopyTo(_newState.Stages.AsSpan()[..stages.Length]);
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@@ -311,6 +311,7 @@ namespace Ryujinx.Graphics.Vulkan
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            set => Internal.Id9 = (Internal.Id9 & 0xFFFFFFFFFFFFFFBF) | ((value ? 1UL : 0UL) << 6);
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        }
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        public bool HasTessellationControlShader;
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        public NativeArray<PipelineShaderStageCreateInfo> Stages;
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        public PipelineLayout PipelineLayout;
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        public SpecData SpecializationData;
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@@ -319,6 +320,7 @@ namespace Ryujinx.Graphics.Vulkan
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        public void Initialize()
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        {
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            HasTessellationControlShader = false;
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            Stages = new NativeArray<PipelineShaderStageCreateInfo>(Constants.MaxShaderStages);
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            AdvancedBlendSrcPreMultiplied = true;
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@@ -419,6 +421,15 @@ namespace Ryujinx.Graphics.Vulkan
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                    PVertexBindingDescriptions = pVertexBindingDescriptions,
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                };
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                // Using patches topology without a tessellation shader is invalid.
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                // If we find such a case, return null pipeline to skip the draw.
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                if (Topology == PrimitiveTopology.PatchList && !HasTessellationControlShader)
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                {
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                    program.AddGraphicsPipeline(ref Internal, null);
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                    return null;
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                }
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                bool primitiveRestartEnable = PrimitiveRestartEnable;
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                bool topologySupportsRestart;
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@@ -21,6 +21,7 @@ namespace Ryujinx.Graphics.Vulkan
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        public bool HasMinimalLayout { get; }
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        public bool UsePushDescriptors { get; }
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        public bool IsCompute { get; }
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        public bool HasTessellationControlShader => (Stages & (1u << 3)) != 0;
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        public uint Stages { get; }
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@@ -461,6 +462,7 @@ namespace Ryujinx.Graphics.Vulkan
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                stages[i] = _shaders[i].GetInfo();
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            }
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            pipeline.HasTessellationControlShader = HasTessellationControlShader;
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            pipeline.StagesCount = (uint)_shaders.Length;
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            pipeline.PipelineLayout = PipelineLayout;
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