Vulkan, OpenGL: Hook up geometry shader passthrough emulation

This commit is contained in:
Billy Laws 2023-01-01 13:35:23 +00:00
parent 625a4af73a
commit 6c812a0c84
2 changed files with 2 additions and 0 deletions

View file

@ -237,6 +237,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
.support_snorm_render_buffer = false,
.support_viewport_index_layer = device.HasVertexViewportLayer(),
.min_ssbo_alignment = static_cast<u32>(device.GetShaderStorageBufferAlignment()),
.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
} {
if (use_asynchronous_shaders) {
workers = CreateWorkers();