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authorgdkchan <gab.dark.100@gmail.com>2022-01-21 12:35:21 -0300
committerGitHub <noreply@github.com>2022-01-21 12:35:21 -0300
commit7e967d796cf572377f21af3817a22755c5b01cb1 (patch)
tree3c05dfde7d6ddfa97b667649afa744a2eb25432f /Ryujinx.Graphics.GAL/Multithreading/Resources/Programs/SourceProgramRequest.cs
parent0e59573f2b55420c2c3fcfc3aaad56dba70e1492 (diff)
Stop using glTransformFeedbackVaryings and use explicit layout on the shader (#3012)
* Stop using glTransformFeedbackVarying and use explicit layout on the shader * This is no longer needed * Shader cache version bump * Fix gl_PerVertex output for tessellation control shaders
Diffstat (limited to 'Ryujinx.Graphics.GAL/Multithreading/Resources/Programs/SourceProgramRequest.cs')
-rw-r--r--Ryujinx.Graphics.GAL/Multithreading/Resources/Programs/SourceProgramRequest.cs6
1 files changed, 2 insertions, 4 deletions
diff --git a/Ryujinx.Graphics.GAL/Multithreading/Resources/Programs/SourceProgramRequest.cs b/Ryujinx.Graphics.GAL/Multithreading/Resources/Programs/SourceProgramRequest.cs
index d40ce6a4..8e4cd1d4 100644
--- a/Ryujinx.Graphics.GAL/Multithreading/Resources/Programs/SourceProgramRequest.cs
+++ b/Ryujinx.Graphics.GAL/Multithreading/Resources/Programs/SourceProgramRequest.cs
@@ -7,14 +7,12 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources.Programs
public ThreadedProgram Threaded { get; set; }
private IShader[] _shaders;
- private TransformFeedbackDescriptor[] _transformFeedbackDescriptors;
- public SourceProgramRequest(ThreadedProgram program, IShader[] shaders, TransformFeedbackDescriptor[] transformFeedbackDescriptors)
+ public SourceProgramRequest(ThreadedProgram program, IShader[] shaders)
{
Threaded = program;
_shaders = shaders;
- _transformFeedbackDescriptors = transformFeedbackDescriptors;
}
public IProgram Create(IRenderer renderer)
@@ -26,7 +24,7 @@ namespace Ryujinx.Graphics.GAL.Multithreading.Resources.Programs
return threaded?.Base;
}).ToArray();
- return renderer.CreateProgram(shaders, _transformFeedbackDescriptors);
+ return renderer.CreateProgram(shaders);
}
}
}