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ShaderGen: Implement pixel ubershaders
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@ -447,6 +447,12 @@ Renderer::Renderer()
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// Clip distance support is useless without a method to clamp the depth range
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g_Config.backend_info.bSupportsDepthClamp = GLExtensions::Supports("GL_ARB_depth_clamp");
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// Desktop OpenGL supports bitfield manulipation and dynamic sampler indexing if it supports
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// shader5. OpenGL ES 3.1 supports it implicitly without an extension
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g_Config.backend_info.bSupportsBitfield = GLExtensions::Supports("GL_ARB_gpu_shader5");
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g_Config.backend_info.bSupportsDynamicSamplerIndexing =
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GLExtensions::Supports("GL_ARB_gpu_shader5");
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g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
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g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");
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g_ogl_config.bSupportsGLSync = GLExtensions::Supports("GL_ARB_sync");
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@ -515,6 +521,8 @@ Renderer::Renderer()
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g_ogl_config.bSupportsMSAA = true;
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g_ogl_config.bSupportsTextureStorage = true;
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g_ogl_config.bSupports2DTextureStorageMultisample = true;
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g_Config.backend_info.bSupportsBitfield = true;
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g_Config.backend_info.bSupportsDynamicSamplerIndexing = g_ogl_config.bSupportsAEP;
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if (g_ActiveConfig.iStereoMode > 0 && g_ActiveConfig.iMultisamples > 1 &&
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!g_ogl_config.bSupports3DTextureStorageMultisample)
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{
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@ -542,6 +550,8 @@ Renderer::Renderer()
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g_ogl_config.bSupportsTextureStorage = true;
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g_ogl_config.bSupports2DTextureStorageMultisample = true;
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g_ogl_config.bSupports3DTextureStorageMultisample = true;
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g_Config.backend_info.bSupportsBitfield = true;
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g_Config.backend_info.bSupportsDynamicSamplerIndexing = true;
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}
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}
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else
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