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| author | liamwhite <liamwhite@users.noreply.github.com> | 2023-02-19 13:11:57 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-02-19 13:11:57 -0500 |
| commit | a4d06631588b5524f3efb808887d95779d886025 (patch) | |
| tree | 971d95fb3b4aafc553a2ce197320d2aacc192898 /src/video_core/renderer_opengl | |
| parent | e531d1fae986addc7253e14bcc569c38ab50ccb0 (diff) | |
| parent | 505923f0f36fe5095c3fad7037ba1315b0cbad0e (diff) | |
Merge pull request #9588 from liamwhite/bylaws-reverts
Revert "shader_recompiler: Align SSBO offsets to meet host requirements"
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 | 1 |
2 files changed, 0 insertions, 5 deletions
diff --git a/src/video_core/renderer_opengl/gl_buffer_cache.h b/src/video_core/renderer_opengl/gl_buffer_cache.h index bb1962073..a8c3f8b67 100644 --- a/src/video_core/renderer_opengl/gl_buffer_cache.h +++ b/src/video_core/renderer_opengl/gl_buffer_cache.h @@ -160,10 +160,6 @@ 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 626ea7dcb..479bb8ba3 100644 --- a/src/video_core/renderer_opengl/gl_shader_cache.cpp +++ b/src/video_core/renderer_opengl/gl_shader_cache.cpp @@ -236,7 +236,6 @@ 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) { |
