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VideoCommon: Move backend_info out of VideoConfig struct.
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@ -16,38 +16,37 @@ ShaderHostConfig ShaderHostConfig::GetCurrent()
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{
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ShaderHostConfig bits = {};
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bits.msaa = g_ActiveConfig.iMultisamples > 1;
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bits.ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA &&
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g_ActiveConfig.backend_info.bSupportsSSAA;
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bits.ssaa =
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g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA && g_backend_info.bSupportsSSAA;
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bits.stereo = g_ActiveConfig.stereo_mode != StereoMode::Off;
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bits.wireframe = g_ActiveConfig.bWireFrame;
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bits.per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting;
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bits.vertex_rounding = g_ActiveConfig.UseVertexRounding();
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bits.fast_depth_calc = g_ActiveConfig.bFastDepthCalc;
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bits.bounding_box = g_ActiveConfig.bBBoxEnable;
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bits.backend_dual_source_blend = g_ActiveConfig.backend_info.bSupportsDualSourceBlend;
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bits.backend_geometry_shaders = g_ActiveConfig.backend_info.bSupportsGeometryShaders;
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bits.backend_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ;
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bits.backend_bbox = g_ActiveConfig.backend_info.bSupportsBBox;
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bits.backend_gs_instancing = g_ActiveConfig.backend_info.bSupportsGSInstancing;
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bits.backend_clip_control = g_ActiveConfig.backend_info.bSupportsClipControl;
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bits.backend_ssaa = g_ActiveConfig.backend_info.bSupportsSSAA;
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bits.backend_atomics = g_ActiveConfig.backend_info.bSupportsFragmentStoresAndAtomics;
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bits.backend_depth_clamp = g_ActiveConfig.backend_info.bSupportsDepthClamp;
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bits.backend_reversed_depth_range = g_ActiveConfig.backend_info.bSupportsReversedDepthRange;
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bits.backend_bitfield = g_ActiveConfig.backend_info.bSupportsBitfield;
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bits.backend_dynamic_sampler_indexing =
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g_ActiveConfig.backend_info.bSupportsDynamicSamplerIndexing;
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bits.backend_shader_framebuffer_fetch = g_ActiveConfig.backend_info.bSupportsFramebufferFetch;
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bits.backend_logic_op = g_ActiveConfig.backend_info.bSupportsLogicOp;
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bits.backend_palette_conversion = g_ActiveConfig.backend_info.bSupportsPaletteConversion;
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bits.backend_dual_source_blend = g_backend_info.bSupportsDualSourceBlend;
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bits.backend_geometry_shaders = g_backend_info.bSupportsGeometryShaders;
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bits.backend_early_z = g_backend_info.bSupportsEarlyZ;
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bits.backend_bbox = g_backend_info.bSupportsBBox;
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bits.backend_gs_instancing = g_backend_info.bSupportsGSInstancing;
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bits.backend_clip_control = g_backend_info.bSupportsClipControl;
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bits.backend_ssaa = g_backend_info.bSupportsSSAA;
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bits.backend_atomics = g_backend_info.bSupportsFragmentStoresAndAtomics;
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bits.backend_depth_clamp = g_backend_info.bSupportsDepthClamp;
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bits.backend_reversed_depth_range = g_backend_info.bSupportsReversedDepthRange;
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bits.backend_bitfield = g_backend_info.bSupportsBitfield;
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bits.backend_dynamic_sampler_indexing = g_backend_info.bSupportsDynamicSamplerIndexing;
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bits.backend_shader_framebuffer_fetch = g_backend_info.bSupportsFramebufferFetch;
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bits.backend_logic_op = g_backend_info.bSupportsLogicOp;
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bits.backend_palette_conversion = g_backend_info.bSupportsPaletteConversion;
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bits.enable_validation_layer = g_ActiveConfig.bEnableValidationLayer;
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bits.manual_texture_sampling = !g_ActiveConfig.bFastTextureSampling;
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bits.manual_texture_sampling_custom_texture_sizes =
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g_ActiveConfig.ManualTextureSamplingWithCustomTextureSizes();
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bits.backend_sampler_lod_bias = g_ActiveConfig.backend_info.bSupportsLodBiasInSampler;
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bits.backend_dynamic_vertex_loader = g_ActiveConfig.backend_info.bSupportsDynamicVertexLoader;
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bits.backend_sampler_lod_bias = g_backend_info.bSupportsLodBiasInSampler;
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bits.backend_dynamic_vertex_loader = g_backend_info.bSupportsDynamicVertexLoader;
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bits.backend_vs_point_line_expand = g_ActiveConfig.UseVSForLinePointExpand();
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bits.backend_gl_layer_in_fs = g_ActiveConfig.backend_info.bSupportsGLLayerInFS;
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bits.backend_gl_layer_in_fs = g_backend_info.bSupportsGLLayerInFS;
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return bits;
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}
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@ -348,7 +347,7 @@ const char* GetInterpolationQualifier(bool msaa, bool ssaa, bool in_glsl_interfa
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// Without GL_ARB_shading_language_420pack support, the interpolation qualifier must be
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// "centroid in" and not "centroid", even within an interface block.
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if (in_glsl_interface_block && !g_ActiveConfig.backend_info.bSupportsBindingLayout)
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if (in_glsl_interface_block && !g_backend_info.bSupportsBindingLayout)
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{
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if (!ssaa)
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return in ? "centroid in" : "centroid out";
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