diff options
author | gdkchan <gab.dark.100@gmail.com> | 2023-02-25 07:39:51 -0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-02-25 10:39:51 +0000 |
commit | cedd2007451c046a1276556bacb4e19333b11557 (patch) | |
tree | ea755d325fc23e0dca26e6138609a24429b37ce9 /Ryujinx.Graphics.GAL/Capabilities.cs | |
parent | 58207685c0dcda07d18f5f538629c775e2a714b8 (diff) |
Move gl_Layer to vertex shader if geometry is not supported (#4368)1.1.639
* Set gl_Layer on vertex shader if it's set on the geometry shader and it does nothing else
* Shader cache version bump
* PR feedback
* Fix typo
Diffstat (limited to 'Ryujinx.Graphics.GAL/Capabilities.cs')
-rw-r--r-- | Ryujinx.Graphics.GAL/Capabilities.cs | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.GAL/Capabilities.cs b/Ryujinx.Graphics.GAL/Capabilities.cs index a24139eb..7822da21 100644 --- a/Ryujinx.Graphics.GAL/Capabilities.cs +++ b/Ryujinx.Graphics.GAL/Capabilities.cs @@ -26,6 +26,7 @@ namespace Ryujinx.Graphics.GAL public readonly bool SupportsBlendEquationAdvanced; public readonly bool SupportsFragmentShaderInterlock; public readonly bool SupportsFragmentShaderOrderingIntel; + public readonly bool SupportsGeometryShader; public readonly bool SupportsGeometryShaderPassthrough; public readonly bool SupportsImageLoadFormatted; public readonly bool SupportsLayerVertexTessellation; @@ -68,6 +69,7 @@ namespace Ryujinx.Graphics.GAL bool supportsBlendEquationAdvanced, bool supportsFragmentShaderInterlock, bool supportsFragmentShaderOrderingIntel, + bool supportsGeometryShader, bool supportsGeometryShaderPassthrough, bool supportsImageLoadFormatted, bool supportsLayerVertexTessellation, @@ -107,6 +109,7 @@ namespace Ryujinx.Graphics.GAL SupportsBlendEquationAdvanced = supportsBlendEquationAdvanced; SupportsFragmentShaderInterlock = supportsFragmentShaderInterlock; SupportsFragmentShaderOrderingIntel = supportsFragmentShaderOrderingIntel; + SupportsGeometryShader = supportsGeometryShader; SupportsGeometryShaderPassthrough = supportsGeometryShaderPassthrough; SupportsImageLoadFormatted = supportsImageLoadFormatted; SupportsLayerVertexTessellation = supportsLayerVertexTessellation; |