Should only use separate array is MaximumExtraSets is not zero

This commit is contained in:
Gabriel A 2024-05-25 20:09:51 -03:00
commit 659536bc12

View file

@ -969,7 +969,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="array">Texture array</param> /// <param name="array">Texture array</param>
private void SetTextureArray(ShaderStage stage, in TextureBindingInfo bindingInfo, ITextureArray array) private void SetTextureArray(ShaderStage stage, in TextureBindingInfo bindingInfo, ITextureArray array)
{ {
if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex) if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex && _context.Capabilities.MaximumExtraSets != 0)
{ {
_context.Renderer.Pipeline.SetTextureArraySeparate(stage, bindingInfo.Set, array); _context.Renderer.Pipeline.SetTextureArraySeparate(stage, bindingInfo.Set, array);
} }
@ -987,7 +987,7 @@ namespace Ryujinx.Graphics.Gpu.Image
/// <param name="array">Image array</param> /// <param name="array">Image array</param>
private void SetImageArray(ShaderStage stage, in TextureBindingInfo bindingInfo, IImageArray array) private void SetImageArray(ShaderStage stage, in TextureBindingInfo bindingInfo, IImageArray array)
{ {
if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex) if (bindingInfo.Set >= _context.Capabilities.ExtraSetBaseIndex && _context.Capabilities.MaximumExtraSets != 0)
{ {
_context.Renderer.Pipeline.SetImageArraySeparate(stage, bindingInfo.Set, array); _context.Renderer.Pipeline.SetImageArraySeparate(stage, bindingInfo.Set, array);
} }