GPUDevice: Support geometry shaders

This commit is contained in:
Stenzek
2023-09-02 22:09:20 +10:00
parent 4fc984e082
commit e804b5e701
22 changed files with 121 additions and 44 deletions

View File

@ -1591,6 +1591,7 @@ bool GPU::CompileDisplayPipeline()
plconfig.vertex_shader = vso.get();
plconfig.fragment_shader = fso.get();
plconfig.geometry_shader = nullptr;
if (!(m_display_pipeline = g_gpu_device->CreatePipeline(plconfig)))
return false;
GL_OBJECT_NAME(m_display_pipeline, "Display Pipeline [%s]",

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@ -680,6 +680,7 @@ bool GPU_HW::CompilePipelines()
plconfig.depth_format = VRAM_DS_FORMAT;
plconfig.samples = m_multisamples;
plconfig.per_sample_shading = m_per_sample_shading;
plconfig.geometry_shader = nullptr;
// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
for (u8 depth_test = 0; depth_test < 3; depth_test++)

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@ -1,7 +1,7 @@
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "common/types.h"
static constexpr u32 SHADER_CACHE_VERSION = 9;
static constexpr u32 SHADER_CACHE_VERSION = 10;