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| author | bunnei <bunneidev@gmail.com> | 2021-02-12 22:22:18 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-02-12 22:22:18 -0800 |
| commit | d3c7a7e7cf4bcabb171c98fe55e6e0291f8ee980 (patch) | |
| tree | 5c900d10847e1768a4951c1e6bec35f2618b5991 /src/video_core/renderer_opengl/gl_device.cpp | |
| parent | c86d770af945888c42e45eee2101ea7e0a39fd68 (diff) | |
| parent | 13becdf18adebdcb8ac2d27c693ec729727057f5 (diff) | |
Merge pull request #5741 from ReinUsesLisp/new-bufcache
video_core: Reimplement the buffer cache
Diffstat (limited to 'src/video_core/renderer_opengl/gl_device.cpp')
| -rw-r--r-- | src/video_core/renderer_opengl/gl_device.cpp | 13 |
1 files changed, 8 insertions, 5 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp index 04c267ee4..48d5c4a5e 100644 --- a/src/video_core/renderer_opengl/gl_device.cpp +++ b/src/video_core/renderer_opengl/gl_device.cpp @@ -21,9 +21,7 @@ #include "video_core/renderer_opengl/gl_resource_manager.h" namespace OpenGL { - namespace { - // One uniform block is reserved for emulation purposes constexpr u32 ReservedUniformBlocks = 1; @@ -197,11 +195,13 @@ bool IsASTCSupported() { const bool nsight = std::getenv("NVTX_INJECTION64_PATH") || std::getenv("NSIGHT_LAUNCHED"); return nsight || HasExtension(extensions, "GL_EXT_debug_tool"); } - } // Anonymous namespace -Device::Device() - : max_uniform_buffers{BuildMaxUniformBuffers()}, base_bindings{BuildBaseBindings()} { +Device::Device() { + if (!GLAD_GL_VERSION_4_6) { + LOG_ERROR(Render_OpenGL, "OpenGL 4.6 is not available"); + throw std::runtime_error{"Insufficient version"}; + } const std::string_view vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR)); const std::string_view version = reinterpret_cast<const char*>(glGetString(GL_VERSION)); const std::vector extensions = GetExtensions(); @@ -217,6 +217,9 @@ Device::Device() "Beta driver 443.24 is known to have issues. There might be performance issues."); disable_fast_buffer_sub_data = true; } + + max_uniform_buffers = BuildMaxUniformBuffers(); + base_bindings = BuildBaseBindings(); uniform_buffer_alignment = GetInteger<size_t>(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT); shader_storage_alignment = GetInteger<size_t>(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT); max_vertex_attributes = GetInteger<u32>(GL_MAX_VERTEX_ATTRIBS); |
