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
This commit is contained in:
parent
0e59573f2b
commit
7e967d796c
19 changed files with 192 additions and 164 deletions
|
@ -33,6 +33,8 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
|
||||
public TranslationOptions Options { get; }
|
||||
|
||||
public bool TransformFeedbackEnabled { get; }
|
||||
|
||||
public int Size { get; private set; }
|
||||
|
||||
public byte ClipDistancesWritten { get; private set; }
|
||||
|
@ -128,6 +130,7 @@ namespace Ryujinx.Graphics.Shader.Translation
|
|||
OmapTargets = header.OmapTargets;
|
||||
OmapSampleMask = header.OmapSampleMask;
|
||||
OmapDepth = header.OmapDepth;
|
||||
TransformFeedbackEnabled = gpuAccessor.QueryTransformFeedbackEnabled();
|
||||
}
|
||||
|
||||
public int GetDepthRegister()
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue