GPU/Vulkan: Possible workaround for Adreno GS shader compiler bug
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@@ -13,7 +13,7 @@ public:
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static bool UseGLSLBindingLayout();
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std::string GenerateBatchVertexShader(bool textured);
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std::string GenerateBatchVertexShader(bool textured, bool upscaled_lines);
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std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPU::TextureMode texture_mode,
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bool dithering, bool interlacing);
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std::string GenerateBatchLineExpandGeometryShader();
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@@ -39,7 +39,7 @@ private:
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void DeclareVertexEntryPoint(std::stringstream& ss, const std::initializer_list<const char*>& attributes,
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u32 num_color_outputs, u32 num_texcoord_outputs,
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const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
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bool declare_vertex_id = false);
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bool declare_vertex_id = false, const char* output_block_suffix = "");
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void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
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const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
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bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false);
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