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authorBilly Laws <blaws05@gmail.com>2022-12-31 23:19:10 +0000
committerBilly Laws <blaws05@gmail.com>2023-01-05 22:13:07 +0000
commit625a4af73afec1a45f5a8004b0933f5a3d414103 (patch)
treecf4cf586433733c4f614d1ae0edff8c157d5a9cc /src/shader_recompiler/host_translate_info.h
parent9e2997c4b6456031622602002924617690e32a13 (diff)
shader_recompiler: Add support for lowering geometry passthrough
Reuses most of the existing code for generating the gl_Layer passthrough. Fixes geometry in Nier: Automata on GPUs without HW passthrough support.
Diffstat (limited to 'src/shader_recompiler/host_translate_info.h')
-rw-r--r--src/shader_recompiler/host_translate_info.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/shader_recompiler/host_translate_info.h b/src/shader_recompiler/host_translate_info.h
index 7df0901248..dc402ee477 100644
--- a/src/shader_recompiler/host_translate_info.h
+++ b/src/shader_recompiler/host_translate_info.h
@@ -16,6 +16,7 @@ struct HostTranslateInfo {
bool support_snorm_render_buffer{}; ///< True when the device supports SNORM render buffers
bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS
u32 min_ssbo_alignment{}; ///< Minimum alignment supported by the device for SSBOs
+ bool support_geometry_shader_passthrough{}; ///< True when the device supports geometry passthrough shaders
};
} // namespace Shader