VideoCommon: Don't pass structs between shaders, use the interface blocks instead.

This commit is contained in:
Jules Blok
2014-12-21 12:52:14 +01:00
parent 2c0bee5da9
commit 7eb353b3bd
5 changed files with 74 additions and 44 deletions

View File

@ -462,8 +462,7 @@ Renderer::Renderer()
g_Config.backend_info.bSupportsEarlyZ = GLExtensions::Supports("GL_ARB_shader_image_load_store");
g_Config.backend_info.bSupportsBBox = GLExtensions::Supports("GL_ARB_shader_storage_buffer_object");
g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5");
g_Config.backend_info.bSupportsGeometryShaders = (GLExtensions::Version() >= 320) &&
!DriverDetails::HasBug(DriverDetails::BUG_INTELBROKENSTRUCTS);
g_Config.backend_info.bSupportsGeometryShaders = GLExtensions::Version() >= 320;
// Desktop OpenGL supports the binding layout if it supports 420pack
// OpenGL ES 3.1 supports it implicitly without an extension