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Vulkan, OpenGL: Hook up geometry shader passthrough emulation

nce_cpp
Billy Laws 3 years ago
parent
commit
00c51d0a4f
  1. 1
      src/video_core/renderer_opengl/gl_shader_cache.cpp
  2. 1
      src/video_core/renderer_vulkan/vk_pipeline_cache.cpp

1
src/video_core/renderer_opengl/gl_shader_cache.cpp

@ -237,6 +237,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
.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();

1
src/video_core/renderer_vulkan/vk_pipeline_cache.cpp

@ -345,6 +345,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, const Device& device
.support_snorm_render_buffer = true,
.support_viewport_index_layer = device.IsExtShaderViewportIndexLayerSupported(),
.min_ssbo_alignment = static_cast<u32>(device.GetStorageBufferAlignment()),
.support_geometry_shader_passthrough = device.IsNvGeometryShaderPassthroughSupported(),
};
if (device.GetMaxVertexInputAttributes() < Maxwell::NumVertexAttributes) {

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