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| author | Fernando S <fsahmkow27@gmail.com> | 2023-01-06 10:06:45 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-01-06 10:06:45 -0500 |
| commit | 8b251fc3f60330f1b1311af2d17cdb1ae9874683 (patch) | |
| tree | 9c9eca32c58912170c07097d885fc08672cb40a8 /src/video_core/renderer_opengl | |
| parent | 3c05988df279e3888f00cd8b5dcc31e849c6f080 (diff) | |
| parent | 58fec43768c837c63453e87df8f337a2d139324a (diff) | |
Merge pull request #9535 from bylaws/master
Port over several shader-compiler fixes from skyline
Diffstat (limited to 'src/video_core/renderer_opengl')
| -rw-r--r-- | src/video_core/renderer_opengl/gl_buffer_cache.h | 4 | ||||
| -rw-r--r-- | src/video_core/renderer_opengl/gl_shader_cache.cpp | 2 |
2 files changed, 6 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_buffer_cache.h b/src/video_core/renderer_opengl/gl_buffer_cache.h index a8c3f8b67..bb1962073 100644 --- a/src/video_core/renderer_opengl/gl_buffer_cache.h +++ b/src/video_core/renderer_opengl/gl_buffer_cache.h @@ -160,6 +160,10 @@ public: return device.CanReportMemoryUsage(); } + u32 GetStorageBufferAlignment() const { + return static_cast<u32>(device.GetShaderStorageBufferAlignment()); + } + private: static constexpr std::array PABO_LUT{ GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV, GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV, diff --git a/src/video_core/renderer_opengl/gl_shader_cache.cpp b/src/video_core/renderer_opengl/gl_shader_cache.cpp index 03b6314ff..7dd854e0f 100644 --- a/src/video_core/renderer_opengl/gl_shader_cache.cpp +++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp @@ -236,6 +236,8 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo .needs_demote_reorder = device.IsAmd(), .support_snorm_render_buffer = false, .support_viewport_index_layer = device.HasVertexViewportLayer(), + .min_ssbo_alignment = static_cast<u32>(device.GetShaderStorageBufferAlignment()), + .support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(), } { if (use_asynchronous_shaders) { workers = CreateWorkers(); |
