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lizzie/vk-sched-suprious-crash
lizzie 2 days ago
parent
commit
970d52bd17
  1. 29
      src/video_core/renderer_opengl/gl_shader_cache.cpp

29
src/video_core/renderer_opengl/gl_shader_cache.cpp

@ -244,16 +244,27 @@ ShaderCache::ShaderCache(Tegra::MaxwellDeviceMemoryManager& device_memory_,
.max_user_clip_distances =
std::min<u32>(device.GetMaxUserClipDistances(), Maxwell::Regs::NumClipDistances),
},
// TODO: proper limits?
host_info{
.support_float64 = true,
.support_float16 = false,
.support_int64 = device.HasShaderInt64(),
.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(),
.support_conditional_barrier = device.SupportsConditionalBarriers(),
.min_ssbo_alignment = static_cast<u32>(device.GetShaderStorageBufferAlignment()),
.max_per_stage_descriptor_sampled_images = 1024,//device.GetMaxPerStageDescriptorSampledImages(),
.max_per_stage_resources = 1024,//device.GetMaxPerStageResources(),
.max_descriptor_set_samplers = 1024,//device.GetMaxDescriptorSetSamplers(),
.max_descriptor_set_uniform_buffers = 1024,//device.GetMaxDescriptorSetUniformBuffers(),
.max_descriptor_set_uniform_buffers_dynamic = 1024,//device.GetMaxDescriptorSetUniformBuffersDynamic(),
.max_descriptor_set_storage_buffers = 1024,//device.GetMaxDescriptorSetStorageBuffers(),
.max_descriptor_set_storage_buffers_dynamic = 1024,//device.GetMaxDescriptorSetStorageBuffersDynamic(),
.max_descriptor_set_sampled_images = 1024,//device.GetMaxDescriptorSetSampledImages(),
.max_descriptor_set_storage_images = 1024,//device.GetMaxDescriptorSetStorageImages(),
.max_descriptor_set_input_attachements = 1024,//device.GetMaxDescriptorSetInputAttachments(),
.support_float64 = true,
.support_float16 = false,
.support_int64 = device.HasShaderInt64(),
.needs_demote_reorder = device.IsAmd(),
.support_snorm_render_buffer = false,
.support_viewport_index_layer = device.HasVertexViewportLayer(),
.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
.support_conditional_barrier = device.SupportsConditionalBarriers(),
} {
if (use_asynchronous_shaders) {
workers = CreateWorkers();

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