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

@ -345,6 +345,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, const Device& device
.support_snorm_render_buffer = true,
.support_viewport_index_layer = device.IsExtShaderViewportIndexLayerSupported(),
.min_ssbo_alignment = static_cast<u32>(device.GetStorageBufferAlignment()),
.support_geometry_shader_passthrough = device.IsNvGeometryShaderPassthroughSupported(),
};
if (device.GetMaxVertexInputAttributes() < Maxwell::NumVertexAttributes) {