GPUDevice: Support geometry shaders
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@ -1591,6 +1591,7 @@ bool GPU::CompileDisplayPipeline()
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plconfig.vertex_shader = vso.get();
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plconfig.fragment_shader = fso.get();
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plconfig.geometry_shader = nullptr;
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if (!(m_display_pipeline = g_gpu_device->CreatePipeline(plconfig)))
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return false;
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GL_OBJECT_NAME(m_display_pipeline, "Display Pipeline [%s]",
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@ -680,6 +680,7 @@ bool GPU_HW::CompilePipelines()
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plconfig.depth_format = VRAM_DS_FORMAT;
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plconfig.samples = m_multisamples;
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plconfig.per_sample_shading = m_per_sample_shading;
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plconfig.geometry_shader = nullptr;
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// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
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for (u8 depth_test = 0; depth_test < 3; depth_test++)
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@ -1,7 +1,7 @@
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// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "common/types.h"
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static constexpr u32 SHADER_CACHE_VERSION = 9;
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static constexpr u32 SHADER_CACHE_VERSION = 10;
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