GPU/Vulkan: Possible workaround for Adreno GS shader compiler bug

This commit is contained in:
Connor McLaughlin
2020-07-25 15:17:29 +10:00
parent d711baaa31
commit caf9943418
5 changed files with 29 additions and 16 deletions

View File

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